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MASS PHYSICAL TRAINING 

FOR USE IN 

The Army and the Reserve 
Officers 9 Training Corps 

BY JOSEPH E. RAYCROFT, A.B., M.D. 

M 

PROFESSOR OF HYGIENE AND PHYSICAL EDUCATION, PRINCETON UNIVERSITY; 

MEMBER OF WAR DEPARTMENT COMMISSION ON TRAINING CAMP ACTIVITIES, AND 
CHAIRMAN ATHLETIC DIVISION; MEMBER OF AMERICAN PHYSICAL EDUCATION 
ASSOCIATION; MEMBER OF SOCIETY OF COLLEGE DIRECTORS PHYSICAL EDU- 
CATION; MEMBER OF ATHLETIC RESEARCH SOCIETY; MEMBER OF NATIONAL 
INSTITUTE SOCIAL SCIENCE, ETC. 



FOREWORD BY W. G. HAAN 

MAJOR GENERAL, GENERAL STAFF. 
CHIEF, WAR PLANS DIVISION- 



WASHINGTON: 

UNITED STATES INFANTRY ASSOCIATION 

1920 






COPYRIGHT, 1920, BY THE 
UNITED STATES INFANTRY ASSOCIATION 



MM 20 1920 
B.A571041 



FOREWORD 

The text of this book has been prepared by Doctor Joseph 
E. Ray croft, who was chairman of the Athletic Division of the 
War Department Commission on Training Camp Activities, 
and as such, under the supervision of the Training and Instruc- 
tion Branch of the War Plans Division of the General Staff, had 
charge of the physical upbuilding of the great force which the 
United States contributed to the World War and which con- 
stitutes a remarkable chapter in the history of the military 
operations of our Country. 

Under his direction, millions of men to whom physical train- 
ing and athletics had been a sealed book, were introduced to the 
advantages of systematic physical development. Hundreds of 
thousands of them were taught for the first time how to com- 
bine health-giving exercise with play in the form of athletic 
games and sports. It furnished a striking demonstration of the 
value of such activities in the basic training of the soldiers. 

Months were spent in experimenting with and testing out 
systems and schemes of training and instructing in the subjects 
covered. In this work Dr. Ray croft was assisted by the best 
talent available — masters in every phase of physical culture 
and development. Experts in every field of athletics and sports 
joined with him in placing their years of experience at the dis- 
posal of our military forces. For the first time in military his- 
tory losses from sickness and disease were less than those from 
bullets, an achievement, due in no small measure, to the 
magnificient physique with which our soldiers, in consequence 
of their physical training, entered the struggle. 

Out of all of these activities much valuable experience has 
been gained and a great mass of material has been accumulated. 
Dr. Raycroft has undertaken to preserve his experience and 
that of his assistants in a permanent form. This book is the 
result, and is based on the work of the divisional and central 
schools of physical and bayonet training in operation during 



iv Foreword 

the war and after the Armistice was signed. In so doing, he has 
conferred a lasting benefit on our manhood, a benefit which the 
War Department sincerely desires to recognize and promote. 

This book was submitted to the War Department for 
publication as an official document; but in view of the 
delays that would probably be involved under this plan, it 
was decided that Dr. Raycroft should be requested to publish 
the book privately under his own name, so that it might be 
available at the earliest possible moment for use in the army. 

To this end, this book has the approval of the War Plans 
Division of the General Staff. Its contents will form the basis 
for the training and instruction of the military service of the 
United States in the subjects included. 

It is highly recommended for use at all institutions where 
physical, athletic, and recreational training are carried on. 

W. G. Haan, 

Major General, General Staff. 
December 22, 1919. Chief, War Plans Division. 



INTRODUCTION 

The value of physical fitness in a soldier has always been 
recognized as of prime importance. The programs of physical 
training that were commonly used in modern armies before the 
war consisted in the main of calisthenics and made little if any 
systematic use of the other phases of physical training and 
athletics. These calisthenic drills when well taught have a real 
value in securing good posture and accurate response to the 
spoken order. This, of course, is of great importance in the 
early training of a recruit, but at best represents only the 
primary grade in a soldier's training. 

One of the most important of the many lessons which have 
come from the war is the demonstration of the fact that other 
types of physical activities besides calisthenics are not only 
extremely useful in the contribution which they make in the 
development of important soldierly qualities, but that they are 
capable of being used as an integral part of the formal program 
of training. Group games, wrestling, boxing, hand-to-hand 
fighting and other personal contact drills give the soldier a kind 
of training which he can get in no other way short of battle 
experience. The inclusion of such activities in the regular 
training gives to the recruit, in a very effective way and in a 
relatively short space of time, an invaluable mental and physical 
experience and contributes greatly to the development of con- 
fidence and effectiveness in combat. In other words, activities 
of this type are an essential supplement to the disciplinary 
training received from the close order drill. 

The difference between the trained recruit and the seasoned 
soldier is not alone a question of physical strength, endurance 
and general fitness, but it is also one of mental attitude. The 
seasoned soldier has, through a long experience, acquired con- 
fidence in his own resourcefulness and ability to take care of 
himself either with or without his weapons. This mental atti- 
tude which characterizes the seasoned campaigner is, in the 



vi Introduction 

majority of cases, dependent upon the type of active service 
which he may have experienced, and has been in the past of 
slow growth and largely a matter of chance. 

It is of course recognized that there is nothing like actual 
field and battle experience to develop soldierly qualities. On 
the other hand, and this is the crux of the whole matter, the 
experience of the armies during the war has demonstrated 
that it is possible, through a comprehensive program of physical 
training, to bring the recruit very much closer to the standard 
of the seasoned soldier as regards mental and physical prepared- 
ness than it was by the old methods. 

Furthermore, this all-round physical training provides a 
progressive and systematic experience in simple wrestling, per- 
sonal contact drills, boxing, and vigorous hand-to-hand com- 
petitions that have proved to be a most important factor in 
developing those qualities and elements of character which are 
based in large part upon physical experience, and which give 
poise, confidence, determination, and individual initiative in 
an emergency. 

The problem of the Army was, and is, a double one — First, 
to give recruits such a course of Physical Training as will 
develop bodily control and alertness and will render them cap- 
able of acquiring and using the professional technique of a 
soldier in the shortest time possible; and, second, to systematize 
and promote those forms of physical training that are recreative 
in their nature and that promote the development of individual 
leadership, group loyalty, contentment, and a pride in physical 
efficiency. 

Every officer who has had front-line experience has scores of 
times seen a demonstration of the value of quickening exercises 
and simple athletic games as a means of restoring the soldier to 
a normal mental and physical condition and of preventing 
morbidness and homesickness after a long tour of duty in the 
front lines. 

The training material in this manual has been collected 
from many sources, both native and foreign, and no hesitation 
has been shown in adopting or adapting methods that have 



Introduction vii 

been found useful in the armies of our allies, nor in trying out 
any procedure that seemed to have merit and promised results. 

This manual is compiled for the purpose of making the 
material and experience available in permanent form for use in 
training the Army and the Reserve Officers' Training Corps. 

The program outlined has been successfully tried out, as a 
whole or in part, under the most severe conditions during the 
intensive training in this country, in the camps in France since 
the Armistice, and in the R.O.T.C. camps during the past sum- 
mer. The testimony as to the value of this comprehensive 
program of physical training as an essential part of the army 
training under these widely varying conditions is positive and 
unmistakable. The principles upon which the work is based are 
sound and furnish a firm foundation upon which to build the 
future work in the Army in the basic training of soldiers. The 
types of activities chosen and the contribution which each 
class of work makes to the object sought, may be stated 
briefly as follows: 

i. Physical Drill — for disciplinary training and education in 
body control, and not for exercise as such. The. daily program 
of the soldier, comprising as it does seven or eight hours of 
active outdoor work, provides all the physical exercise that is re- 
quired to make and keep him physically fit. The emphasis then 
in this drill should be placed upon securing good posture, free- 
dom of movement and accurate snappy response to commands. 

2. Group Games introduced into the formal program give to 
the soldier a type of training in which he gets orders just as 
truly as he does in his formal drill, except that these orders are 
expressed in terms of rapidly changing conditions during the 
progress of the game. His repeated effort, spurred on by emo- 
tional stimulus and the spirit of competition, to adapt himself 
quickly and successfully to these changing conditions, gives 
him an intensive training in alertness, discrimination and 
determination. This training is even more mental and psychic 
than it is physical. 

3. Drills in Personal Contact, such as wrestling, boxing, and 
hand-to-hand fighting, develop concentration of attention, 



viii Introduction 

mental and physical alertness, a spirit of aggressiveness and 
confidence, and the ability and willingness to carry on in spite 
of punishment. 

4. Individual Efficiency Tests, and the drill in the various 
events, stimulate the soldier to make the effort to attain a cer- 
tain fixed standard, and serve also to call the attention of the 
Commanding Officer to those weak and inefficient men who 
need special attention and work to enable them to overcome 
their deficiencies. 

5. Mass Athletics and Competitive Games — either as a 
part of the formal program or as a leisure time activity — have 
great value in the development of group loyalty, team work 
and leadership. 

6. Bayonet Training — is invaluable in the basic training of 
soldiers in all branches of the service as a means of developing 
confidence, determination, and a fighting spirit. 

In other words, this comprehensive plan of physical train- 
ing makes it possible to carry the recruit far beyond the point 
of soldierly efficiency acquired through close order drill alone, 
and develops in him those fundamental qualities of resource- 
fulness, leadership and fighting spirit, which characterize the 
high-grade, seasoned soldier. 

To secure the greatest benefits for the Army from this work 
two things are necessary: First, to include it as a part of the 
basic training of every officer so that he will be as well qualified 
for leadership in the full program of physical training as he is 
in close order drill; and, second, to provide in a central school 
or in the service schools advanced courses that will train and 
qualify experts who will serve as inspecting instructors and thus 
keep the work on a high plane of efficiency. 

I am glad to make in this place hearty acknowledgement of 
the most valuable assistance and cooperation rendered by a large 
number of Civilians and Officers. I am especially indebted to all 
the Athletic Directors, Special Instructors and Physical Train- 
ing Officers who contributed so generously of their technical 
training and experience and whose work in the Camps made 



Introduction ix 

it possible to organize this system and put it into operation 
during the war; to Major J. E. Drain, Captain C, L. B rosins, 
Lieutenant Brooke Leman, Mr. Geo. Huff and Mr. Fred W. 
Luehring of the staff of the Physical and Bayonet Training 
School established at Camp Benning after the Armistice; to 
Colonel Murray, Colonel W. H. Waldron and Lieutenant Col- 
onel Elvid Hunt of the Training Section, General Staff; to 
Major Elliott V. Graves, Education and Recreation Branch — 
War Plans Division; and finally to Major John L. Griffith, 
Executive Officer, Athletic Division, Commission on Training 
Camp Activities, and Senior Instructor, Special Course in Phys- 
ical and Bayonet Training, Camp Benning, September, 1919; 
Captain Thomas J. Browne, Senior Instructor, Central School 
of Physical and Bayonet Training, Camp Gordon, Ga., 1918; 
M. J. Gibbons, Instructor of Boxing and Hand-to-Hand 
Fighting, School of Physical and Bayonet Training, Camp 
Gordon, 1918; George V. Blake, Instructor of Boxing and 
Hand-to-Hand Fighting, Physical and Bayonet Training School, 
Camp Benning, 1919; Dr. Norman B. Tooker, Athletic Divi- 
sion, Commission on Training Camp Activities; Jonathan A. 
Butler, Secretary, Athletic Division, Commission on Training 
Camp Activities, who have been so intimately associated in 
the development and administration of this whole plan, I wish 
to express my sincere appreciation for most efficient work and 
unfailing loyalty and support. 

Joseph E. Raycroft. 




^ XIV. 



CONTENTS 

a PAGE 

Purpose of Work and Standards for Judging Progress 1 

Setting-Up Drill 4 

Games Adapted for Use as a Part of the Formal Drill Period 34 

Quickening and Skirmishing Exercises 40 

Personal Contact Drills 49 

Line Wrestling 59 

Hand-to- Hand Fighting — Including Disarming Methods 71 

Boxing 84 

Bayonet Training 103 

Physical Efficiency Tests 142 

Group Games and Mass Athletics 149 

The Conduct of Meets and Contests 178 

Strategy and Tactics of Highly Organized Athletic Games 201 

a. Football. 

b. Swimming and Life-Saving. 

c. Baseball. 

d. Basket-ball. 

Camp Athletic Organization 280 



MASS PHYSICAL TRAINING 

CHAPTER I 

Purpose of Work and Standards for Judging Progress 

PURPOSE OF WORK 

The object of the course in physical and bayonet training 
is to give the recruit in the shortest practicable time an inten- 
sive, all-round training which will develop in him those quali- 
ties and abilities that characterize the trained, experienced 
soldier. This object may be analyzed under four heads: (1) 
Bearing; (2) Physical and mental control; (3) Ability in per- 
sonal combat; and (4) All-round physical efficiency. The 
progress of the recruit in training may be judged by his ability 
to meet these standards. 

i. Bearing: Well poised, neat appearance, alert, self- 
respecting and well disciplined, smart and effective in all 
movements. 

2. Physical and Mental Control: Well coordinated, instant 
in response to commands, quickness of decision, initiative, 
persistence, shiftiness, resourcefulness, willingness to give and 
take punishment, nerve, strength, and endurance. 

3. Ability in Personal Combat: A good knowledge of the 
fundamentals of boxing, wrestling, and hand-to-hand fighting, 
skill in the use of the bayonet and in disarming and disabling 
methods, ability to acquit himself creditably in a three-round 
bout with a skilled boxer of his own weight. 

4. All-round Physical Efficiency: To be trained to such a 
state of physical efficiency that he will be able to qualify in 
the following tests : 

1. 100 yards in 14 seconds. 

2. Running broad jump of 12 feet. 

3. Climb (unassisted) an 8 -foot smooth wall. 



2 Mass Physical Training 

4. Throw a hand grenade 30 yards into a circle 10 feet 

in diameter. 

5. Run over a standard obstacle course (description on 

page 38) in good time — 30 seconds. 

The application of the foregoing tests from time to time 
during the course (modified to suit the period of training) will 
serve to give a basis for judgment as to the effectiveness of the 
work and the rate of progress of the individual recruit. It will, 
at the same time, furnish interest and stimulus to the men 
in training. 

Men who can pass the above standards and tests — bearing, 
mental and physical control, ability in personal combat, and 
the physical efficiency tests — will be able to acquire the tech- 
nique of the various phases of military training in the shortest 
possible time. 

The Best Period for Work : The work in physical and bayo- 
net training should be given in two daily periods of not less 
than one hour each; one in the morning and one in the after- 
noon. The morning period should come not less than an hour 
and a half after the morning meal. The program should con- 
sist of formal setting-up drill, group games, boxing, personal 
contact drill, line wrestling, quickening and skirmishing exer- 
cises, hand-to-hand righting, and bayonet drill. The afternoon 
period should end not less than half an hour before retreat and 
should consist of mass athletics, training for physical efficiency 
tests, and other competitive activities. 

Costume : The uniform worn during these drills and com- 
petitions should be one which gives freedom of bodily movement 
and is not easily injured by coming in contact with the ground. 

Size of Unit for Instruction: The platoon is the best unit for 
regular instruction, but every week or two, companies or entire 
battalions should be brought together for setting-up drills and 
mass training in boxing and hand-to-hand fighting, in order to 
develop esprit de corps and the habit of mass action. (See 
Fig. 1.) 

Singing and Voice Training: Singing, and voice training by 
"self-command," should be utilized to add interest to the work 



Purpose of Work 



3 



and to give the recruits ability and confidence in the use of 
their own voices. 

Qualities of Instructors: Instructors in physical and bayo- 
net training should be specially trained and qualified junior 
officers or non-commissioned officers who should be the embodi- 
ment of physical efficiency, enthusiasm, and leadership. They 
must be prepared to demonstrate and take part in the actual 
performance of the work as well as to give commands. They 
must be thoroughly familiar with, and proficient in, all phases 
of the work they are directing. 




Fig. 1. 



Arrangement of Program : The programs of work must be so 
arranged as to give a proper amount of time to each phase of 
training and to furnish a progression for the purpose of securing 
greater speed, vigor, and accuracy in the performance of the 
movements. It has been found practicable to apportion time 
about as follows: 

Daily [on prescribed drill days] setting up drill, 25 to 10 
minutes; personal contest drill, 5 to 10 minutes; group games, 
boxing, physical efficiency tests, or hand-to-hand fighting, 10 
to 15 minutes; or bayonet fighting and quickening and skirm- 
ishing exercises, 30 minutes. 

The program as regards selection of activity and time 
assigned to each branch of work, will be modified by the pro- 
gress of the group being trained. It is generally advisable to 
conduct a given program for at least one week without change. 



CHAPTER II 

Setting-Up Drill * 

Scope: The scope of the setting-up drill is limited to 
movements and combinations of movements that are simple, 
can be used without apparatus, are easily learned, and that 
are adapted to camp and field conditions. 

Purpose: The purpose of this drill is to give the recruit 
as an individual a general, fundamental training in body con- 
trol, good posture in every movement, and the ability to 
respond instantly and accurately to the spoken command. 
It will also transform an untrained mob into an orderly dis- 
ciplined group. 

Value: The value of this drill is primarily educational and 
disciplinary, so that the emphasis should be placed upon gain- 
ing this result rather than upon giving movements for exercise 
and development. The feeling of fitness and the confidence 
in his ability to perform the movement called for by the 
command, which results from a carefully arranged and adminis- 
tered series of drills, encourage the growth in the recruit 
of self-confidence, mental and physical alertness, and an 
erect, soldierly bearing. In other words, setting-up drills fur- 
nish a most important element in the basic training of the 
recruit and the development of personal efficiency and 
soldierly qualities. 

Guiding Principles in Teaching: 1. Commands should, so 
far as possible, call for movements that involve useful coordi- 
nations and should aim to build up natural automatisms 
rather than to execute all possible forms of gymnastics. 

2. The progression, then, should aim for an increase in 
accuracy, vigor, promptness of response, and improved posture 
rather than to the performance of complex combinations of 
movements. The trunk movements should be graded from 
the easy to the more difficult. 

* Adapted from Major Koehler's Field Physical Training. 
4 



Setting-Up Drill 5 

3. Contracorrective movements should not be given; 
that is, exercises which further lengthen muscles already too 
long or shorten muscles already too short. In other words, 
there should be no lifting or rolling forward of the shoulders, 
or bending forward of the head or neck, or hollowing of 
the back. 

4. Main stress should be placed on exercises of the muscles 
of the neck, upper trunk and spine, which have most to do with 
posture. The minimum amount of time should be given to the 
legs, as they can be trained in a more useful and effective way 
in vigorous games and athletic activities. 

5. Sections and their instructors prefer exercises with which 
they are familiar, provided they are well taught and performed 
well. They like but little change. Hence, put the basic or key 
movements in the early lessons and build very slowly on them, 
and only in the way of increasing the speed of response, strength 
or endurance required, and not in mastering peculiar, com- 
plex combinations. 

6. The setting-up drill should not occupy more than 
twelve to fifteen minutes. Short, snappy drills full of "pep" 
and enthusiasm are much better than longer periods, which 
tend to become monotonous. 

7. Emphasize correct breathing. Use the "self-command" 
drill after the fifth or sixth week to stimulate confidence in the 
use of the voice and to develop interest. 

8. Require recruits to hold a given position in a drill 
only long enough to permit correction of faults, but avoid 
overstrain. 

9. The movements should seldom be done in cadence but 
only by the executive command or by numbers — each position 
being held (in the early lessons) until the instructor sees that it 
is correct. This will enable faults in posture to be detected 
and immediate correction made. It is strongly recommended 
that occasionally when movements are being given by the num- 
bers that the tempo be changed without warning in order to 
secure attention and develop smartness of response to unex- 
pected changes. 



6 



Mass Physical Training 



10. The commands and positions called for should be 
strictly observed. Strive for the precision, uniformity and 
smartness required of the soldier in the manual of arms or the 
close order drill. The movements which are strictly corrective 
of poor posture have been placed early in each lesson. These 
corrective positions are to be emphasized and held to the com- 
mand. They raise and expand the chest and bring about rapid 
improvement in posture. 

METHOD OF EXTENDING ORGANIZATION FOR 
SETTING-UP DRILL 

First Formation : Column of squads, to eight paces interval 
between organizations (Fig. 2). 




Fig. 2. 



Fig. 3. 



At the command "Extend to the left" arms are brought 
to the position of thrust (Fig. 3). 

At the command "March," class extends rapidly to the left 
to full arm's length distance (Fig. 4). 

At the command "At ease" the left leg is carried to left side, 
hands clasped in rear of body. Caution: Head remains erect, 
body leaning slightly forward so as to carry the weight of the 
body on the toes. Chest remains arched. This position is to 
be assumed between exercises as a rest period (Fig. 5). 



Setting-Up Drill 




Fig. 



Correct Salute. Note all details of this pose (Fig. 6). 





Fig. 6. Fig. 7. 

Correct Salute. Note all details of this pose (Fig. 7), 



8 Mass Physical Training 



~ 




STARTING POSITIONS 

Position of Attention. No. 1. The 
starting positions to be used at the open- 
ing of each period of disciplinary gym- 
nastics. There are two kinds of com- 
mands — preparatory and executive. The 
preparatory command describes and speci- 
fies what is desired, and the executive 
command calls what has been described 
into action. 

Disciplinary exercises — two minutes, 
including starting positions. They are 
composed of going from "at ease" or 
"rest" to the position of attention and 
the facings. Where these are followed by 
a few snappy executions of the starting 

positions, the mind of the recruit is concentrated upon the 

work to follow. 

Starting positions — one minute, going from one to another, 

with accuracy, snap, and speed (Fig. 8). 

Arms Forward — Raise. Caution: 
Hands remain separated by the width of 
the chest (Fig. 9). 

Arms sideward — place (Fig. 10). 

Arms upward — place (Fig. 11). 

Hands on shoulders — place (Fig. 12). 

Hands on hips — place: This posi- 
tion should be done with the palm 
fitting comfortably over the pelvic bone FiG 9 

at the side, and not with the thumbs 

almost together in back. The last position, in the recruit, 
tends to increase the hollow in the back and to force the 
stomach forward (Fig. 13). 




Setting-lip Drill 





Fig. 10. 





i 



:-~t 




Fig. 11. 



Fig. 12. 



10 Mass Physical Training 




Fig. IS 



To the thrust — raise (Fig. 14). Arms down (Fig. 15). 





Fig. 14. 



Fig. 15. 



Setting-Up Drill 



11 



LESSON NO. i 

(a) Starting Positions. 

(b) Arms forward — raise. S.P. 

1. Arms sideward — move. 

2. Recover. 

Arms to thrust — raise. S.P. 

1. Arms forward — thrust. 

2. Recover. 





Fig. 16. 

Arms sideward (palms up) — place. S.P. 

1. Chest — raise. (Hold 5 seconds.) 

2. Recover. 

Repeat three times, lifting the chest high. 
(See Fig. 16.) 
Hands on hips — place. S.P. 

1. Head to the right, protruding the jaw, raising 

chest — turn. 

2. Recover. Emphasize count of "two." 



i2 Mass Physical Training 

Arms sideward, with straddle — place. S.P. 

1. Trunk (sideward), hands on shoulders — bend. 

2. Recover. 

Alternate right and left. 
(See Fig. 17.) 






... • 




Fig. 17. 



Hands on shoulders — place. S.P. 

1. Half bend knees extending arms forward — bend. 

2. Recover. 

Arms to thrust— raise. S.P. 

1. Trunk, quarter bend, with arms sideward — bend. 

2. Recover. 

3. Knees quarter bend with arms upward — bend. 

4. Recover. 

Deep breathing with heels and arms raising. 



Setting-Up Drill 13 

LESSON NO. 2 

(a) Starting Positions. 

(b) Arms to thrust — raise. S.P. 

1. Arms forward — thrust. 

2. Recover. 

3. Arms upward — thrust. 

4. Recover. 

Arms sideward (palms up) — place. S.P. 

1. Chest — raise. (Hold 5 seconds.) 

2. Recover. 

Repeat three times, lifting the chest high. 
(See Fig. 16.) 

Hands on hips — place. S.P. 

1. Trunk to right — bend. 

2. Recover. 

3. Trunk to left — bend. 

4. Recover. 

Attention. S.P. 

1. On heels — rise. 

2. Recover. 

3. On toes — rise. 

4. Recover. 1 and 3 executed rapidly. 

Arms sideward — place. S.P. 

1. Trunk forward, with hands on shoulders — bend. 

2. Recover. 

(See Fig. 19.) 

Hands on shoulders — place. S.P. 

1. Trunk backward — bend. 

2. Recover. 

Note. — This is an exaggerated backward bend- 
ing of the head. The head moves first followed 
by upper back. Avoid increasing the bend in 
the small of the back. 
(See Fig. 18.) 



14 



Mass Physical Training 





Fig. 18. 




Fig. 19. 



Setting-Up Drill 15 

Arms to thrust — raise. S.P. 

1. Arms upward, knuckles out — thrust. 

2. Arms down and backward with force — swing. 

3. To the position of 1. 

4. Recover. 

Arms backward — cross. S.P. 

1. Trunk forward (half bend) — bend. 

2. Recover. 

3. Knees half bend. 

4. Recover. "Two" and "Four" executed rapidly. 
Side straddle position — hop. S.P. 

1. Arms forward — raise. 

2. Arms sideward, bending both knees — swing. 

3. To position of 1. 

4. Recover. 

Deep breathing with heels and arms raising. 

LESSON NO. 3 

(a) Starting Positions. 

(b) Attention. S.P. 

1. Arms forward — stretch. 

2. Arms sideward — stretch. 

3. Arms forward — stretch. 

4. Recover. 

Arms sideward (palms up) — place. S.P. 

1. Chest — raise. (Hold 5 seconds.) 

2. Recover. 

Repeat three times, lifting the chest high. 
(See Fig. 16.) 
Hands on shoulders — place. S.P. 

1. Head to the right, extending arms sideward 

palms up — twist. 

2. Recover rapidly. 

3. Head to the left, extending arms sideward palms 

up — twist. 

4. Recover. 



16 



Mass P h y s i c a 1 Training 



Hands on hips — place. S.P. 

1. Trunk forward, hands on shoulders — bend. 

2. Recover. 

3. Trunk forward, arms sideward — bend. 

4. Recover. 




:.>.::;. 





!| 



Fig. 20. 

Hands on shoulders — place. S.P. 

1. Right stride extending arms upward. 

2. Recover. 

3. Right stride extending arms forward. 

4. Recover. (Alternate with left leg.) 

Hands on hips — place. S.P. 

1. Right knee upward, with arms sideward, palms 

up — place. 

2. Recover. 

3. Left knee upward, with arms sideward, palms 

up — place. 

4. Recover. _ 

(See Fig. 20.) 



S etting-Up Drill 17 

Hands on hips — place. S.P. 

1. Extending right leg forward depressing toe, left 

knee — bend. 

2. Recover. 

3. Extending left leg forward, right knee — bend. 

4. Recover. 

Arms sideward — raise. S.P. 

1. Palms up, fingers spread. 

2. Turning palms down, fists — clench. 

3. Return to position one. 

4. Recover. 

Hands on hips — place. S.P. 

1. Rising on toes extending arms upward — stretch. 

2. Recover. 

Note. — On count 1 use all force going upward, on 
count 2 recover lightly on heels. 

Breathing exercises. 



LESSON NO. 4 

(a) Starting Positions. 

(b) Attention. S.P. 

1. Arms upward, palms to the front — swing. 

2. Recover. 

Hands on shoulders — place. S.P. 

1. Chest — raise. (Hold 5 seconds.) 

2. Recover. 

Repeat three times, lifting the chest high. 

(See Fig. 16.) 



18 Mass Physical Training 

Hands on hips — place. S.P. 

1. Trunk forward, extending right leg to the rear- 

bend. 

2. Recover rapidly. 

3. Position of 1, extending left leg. 

4. Recover. 







Fig. 21. 



Arms to thrust — raise. S.P. 

1. Arms forward, raising right leg — thrust. 

2. Recover. 

3. To the position of 1, raising left leg. 

4. Recover. 

Hands on shoulders — place. S.P. 

1. Trunk backward — bend. 

2. Recover. 

(See note in lesson 2, and Fig. 18.) 



Setting-Up Drill 19 

Attention. S.P. 

1. Arms upward, palms in — place. 

2. Arms sideward — place. 

3. To the position of 1. 

4. Recover. 

Squatting position — squat. S.P. 

1. Right leg sideward, knee stiff, toes depressed — 

place. 

2. Recover. (Alternate with left leg.) 

Arms to thrust — raise. S.P. 

1. Arms sideward, turning head to right — place. 

2. Recover. 

3. To the position of 1, turning head to left. 

4. Recover. 
Breathing exercises. 

LESSON NO. 5 

(a) Starting Positions. 

(b) Arms sideward — raise. S.P. 

1. Arms upward, rising on toes — raise. 

2. Recover. 

Arms sideward — place. S.P. 

1. Trunk sideward with hands on shoulders — bend. 

2. Recover. (Alternate right and left.) 

Hands on hips — place. S.P. 

1. Trunk forward — bend. 

2. Recover. 

Arms sideward (palms up) — place. S.P. 

1. Chest — raise. (Hold 5 seconds.) 

2. Recover. 

Repeat three times, lifting the chest high. 
(See Fig. 16.) 



20 Mass Physical Training 

Arms backward — cross. S.P. 

1. Head to the right, forcing jaw outward — turn. 

2. Recover rapidly. Alternate. 

Arms to thrust — raise. S.P. 

1. Right arm forward, left arm sideward — thrust. 

2. Recover. 

3. Alternate. 

4. Recover. 

Hands on shoulders — place. S.P. 

1. Trunk backward — bend. 

2. Recover. (See note in Lesson No. 2 and Fig. 18.) 

Hands on hips — place. S.P. 

1. Heels — raise. 

2. Knees full bend — bend. 

3. Position of 1. 

4. Recover. 

(See Fig. 21.) 
Breathing exercises. 



LESSON NO. 6 

(a) Starting Positions. 

(b) Arms to thrust — raise. S.P. 

1. Arms upward, quarter bend knees — place. 

2. Recover rapidly. 

3. To the position of 1. 

4. Recover rapidly. 

Hands on shoulders — place. S.P. 

1. Trunk backward — bend. 

2. Recover. (See note in Lesson No. 2 and 

Fig. 18.) 



Setting-Up Drill 21 

Hands on hips — place. S.P. 

1. Knees — half bend. 

2. Right leg to the rear, toe touching ground, knee 

stiff — place. 

3. Recover rapidly to position of 1. 
Alternate. 

Arms sideward (palms up) — place. S.P. 

1. Chest — raise. (Hold 5 seconds.) 

2. Recover. 

Repeat three times, lifting the chest high. 

Sitting position — sit down. S.P. Arms backward 
cross. Trunk bending forward, keeping back 
straight. 

1. Legs sideward — place. 

2. Recover rapidly. 

Sitting position — sit down. S. P. 
Note: Position as above. 

1. Right leg, toes depressed — raise slowly. 

2. Recover. (Leg should be lowered slowly without 

striking the ground.) 
Alternate. 

Hands on hips — place. S.P. 

1. Hop in place four counts. 

2. To right — turn. Hop in place four counts. 

3. To right — turn. Hop in place four counts. 

4. To right — turn. Hop in place four counts. Front 

position. 

Note. — Men count and continue the exercise. 
Breathing exercises. 



22 Mass Physical Training 

LESSON NO. 7 

(a) Starting Positions. 

(b) Hands on hips — place. S.P. 

1. Head backward, extending arms downward, keep 

chest high — bend. 

2. Recover. 

Arms to thrust — raise. S.P. 

1. Arms forward, extending right leg sideward, toes 

depressed — thrust. 

2. Recover. 

3. To the position of 1, extending left leg. 

4. Recover. 

Hands on shoulders — place. S.P. 

1. Trunk backward — bend. 

2. Recover. (See note in Lesson No. 2 and Fig. 

18.) 

Attention— S.P. 

1. Jump to side, straddle and arms sideward — place. 

2. Arms upward, raise and trunk forward — bend. 

3. To position of 1. 

Attention. S.P. 

1. Front stride, arms forward — place. 

2. Arms sideward — place. 

3. To the position of 1. 

4. Recover. (Alternate.) 

Side straddle position — hop. S.P. 

1. Arms forward — place. 

2. Body to right, extending arms sideward — twist. 

3. To the position of 1. 

4. Recover. (Alternate.) 



Setting-Up Drill 
Attention. S.P. 



23 



To position leaning rest. 

1. Squat with hands on ground. 

2. Stretch legs backward feet together or straddle. 

3. Recover. (Or dip 3 times — then recover.) 
Increase number of dips each week. 

(See Fig. 22.) 
Breathing exercises. 




Fig. 22. 

LESSON NO. 8 

(a) Starting Positions. 

(b) Arms to thrust — raise. S.P. 

1. Arms diagonally backward — thrust. 

2. Arms to the upward position — forward — swing. 

3. To the position of 1. 

4. Recover rapidly. 



24 Mass Physical Training 

Hands on shoulders — place. S.P. 

1. On toes, extending arms sideward palms up — rise. 

2. Recover. 

Hands on shoulders — place. S.P. 

1. Trunk backward — bend. 

2. Recover. (See note in Lesson No. 2 and Fig. 18.) 

Attention. S.P. 

1. Right leg forward, arms forward — stretch. 

2. Legs sideward, arms sideward — stretch. 

3. Legs backward, arms upward — stretch. 

4. Recover. (Same with left leg.) 

Arms backward — cross. S.P. 

1. On heels — rise. 1. 

2. Half bend knees — bend. 

3. To the position of 1. 

4. Recover. 

Leaning rest position — hop. S.P. 

1. Right leg, point toes, knee stiff — raise. 

2. Recover. 

3. Same with left leg. 

4. Recover. 

Sitting Position — sit down. S.P. 

Note: Legs straddled, hands on hips. 

1. Right leg, extending right arm forward — raise. 

2. Recover. (Alternate.) 

Hands on hips — place. S.P. 

1. Bend knees, extending arms sideward. 

2. Straighten knees, extending arms upward. 

3. To position of 1. 

4. Recover. 

Breathing exercises. 



Setting-Up Drill 



25 



LESSON NO. 9 

(a) Starting Positions. 

(b) Arms sideward — raise. (Palms up.) S.P. 

1. In two motions circumduct arms backward. 




Fig. 23. 

Attention — S.P. 

1. Heels — with arms forward, raise. 

2. Knees — with arms sideward, palms up, bend. 

3. To position of 1. 

4. Recover. 

(See Fig. 23.) 

Arms sideward — place. (Palms up.) S.P. 

1. Chest — raise. (Hold 5 seconds.) 

2. Recover. 

Repeat three times, lifting the chest high. 
(See Fig. 16.) 



26 Mass Physical Training 

Hands on shoulders — place, S.P. 

1. Trunk backward- — bend. 

2. Recover. (See note in Lesson No. 2 and Fig. 18. 

Arms sideward — raise. S.P. 

1. Arms upward, trunk to right — bend. 

2. Recover. Alternate. 

Arms to thrust — raise. S.P. 

1. Right arm upward, left arm down — thrust. 
Alternate. 

Attention — S.P. 

1. Flex forearms horizontally. 

2. Fling arms sideward. 

3. Flex arms as in 1. 

4. Recover rapidly. 

Squatting position — squat. S.P. 

1. Leaning rest position — hop. 

2. Change to the right side leaning rest. 

3. To the front leaning rest. 

4. Squatting position. 
4. Recover. Alternate. 

Breathing exercises. 



LESSON NO. 10 

(a) Starting Positions. 

(b) Arms forward — raise. S.P. 

1. Rise on toes, arms sideward — place. 

2. Recover. 

3. Rise on heels, arms upward — place. 

4. Recover. 



Setting-Up Drill 27 

Arms sideward (palms up) — place. S.P. 

1. Chest — raise. (Hold 5 seconds.) 

2. Recover. 

Repeat three times, lifting the chest high. 
(See Fig. 16.) 

Hands on hips — place. S.P. 

1. Right leg forward, pointing toes height of waist — 

place. 

2. Right leg backward, knee stiff — place. 

3. Right leg to the position of 1 — place. 

4. Recover. Alternate. 

Hands on shoulders — place. S.P. 

1. Trunk backward — bend. 

2. Recover. (See note in Lesson No. 2 and Fig. 18.) 

Attention — S . P . 

1. Half bend knees. 

2. Right foot forward, toes depressed — place. 

3. Leg to right side — place. 

4. Position of 1. (Knees bent.) 

5. Recover. Alternate. 

Arms upward — with straddle — place. S.P. 

1. Trunk to right with arms sideward, palms up — 

turn. 

2. To position of 1. 

3. Same to left. 

4. To S.P. 

5. Recover. 

(See Fig. 24.) 

Leaning rest position — hop. S.P. 

1. Right arm forward, left leg upward — raise. 

2. Recover. Alternate. 

Breathing exercises. 



Mass Physical Training 

LESSON NO. 11 

(a) Starting Positions. 

(b) Attention— S.P. 

1. Arms forward and upward, palms in — place. 

2. Return to S.P. 




Fig. 2-t. 



Full bend knees, arms sideward — raise. S.P. 

1. Rock on knees, circumducting arms backward. 
(Two motions.) 

Arms sideward (palms up) — place. S.P. 

1. Chest — raise. (Hold 5 seconds.) 

2. Recover. 

Repeat three times, lifting the chest high. (See 
Fig. 16.) 



Setting-Up Drill 



29 



Arms sideward with straddle — place. S.P. 

1. Trunk to right with left arm upward and right 

arm downward — bend. 

2. To S.P. 

3. Same to left — right arm upward and left arm 

downward. 

4. To S.P. 

5. Recover. 

(See Fig. 25.) 




Fig. 25. 

Attention. S.P. 

1. Right foot forward, arms forward — place. 

2. Right knee, extending arms sideward, palms 

up — bend. 

3. As in position 1. 

4. Recover. 

Hands on hips — place. S.P. 

1. Trunk to right with arms upward — bend. 

2. Recover. Alternate. 



30 Mass Physical Training 

Sitting position — sit down. S.P. (Legs together, 
hands on hips.) 

1. Arms upward, palms in, legs to the straddle — 

place. 

2. Recover. 

3. Legs to the straddle, arms sideward, palms 

up — place. 

4. Recover. 

Hands on shoulders — place. S.P. 
1. Trunk backward — bend. 
%. Recover. (See note in Lesson No. 2 and Fig. 18.) 

Breathing exercises. 

LESSON NO. 12 

(a) Starting Positions. 

(b) Attention— S.P. 

1. Arms forward, rising on toes — place. 

2. Recover. 

3. Arms sideward, rising on toes — place. 

4. Recover. 

5. Arms upward, rising on toes — place. 

6. Recover. 

Arms to thrust — raise. S.P. 

1. Arms forward, half bend knees — thrust. 

2. Recover. 

3. Arms upward, rising on toes — stretch. 

4. Recover. 

Arms upward with straddle — place. S.P. 

1. Trunk sideward — bend. 

2. To S.P. 

3. Same to left. 

4. To S.P. 

5. Recover. 

(See Fig. 26.) 



Setting-Up Drill 31 

Arms to thrust — raise. S.P. 

1. Side straddle position — hop, arms upward — 

place. 

2. Arms downward between legs full trunk bending 

— swing. 

3. To position of 1. 

4. Recover. 






Fig. 26. 

Arms backward — cross. S.P. 

1. Trunk to right, raising chest and inhaling- 

twist. 

2. Recover. 

3. To the left as in 1 — twist. 

4. Recover. 



32 Mass Physical Training 

Sitting position — sit down. S.P. 

Note: Hands placed in rear, fingers pointing back- 
ward, palms down. 

1. Raise body from the ground to the back leaning 

rest position. 

2. Recover. 

(See Fig. 27.) 







Fig. 27. 

Arms upward — place. S.P. 

1. Trunk — bend, describing full inward circle with 

arms. 

2. Recover the position of 1. 

Breathing exercises. 

INDIVIDUAL CORRECTIVE GYMNASTICS 

The recruit accepted by the Army surgeons may be regarded 
as on the whole physically normal. In spite of the physical 
examination, however, a certain percentage of recruits will be 
found deficient in some respect or another, such as flat chest, 
hollow back, round shoulders, flat feet, etc. In the great 
majority of cases a well administered course of physical train- 



Setting-Up Drill 33 

ing, with due emphasis upon those movements that improve 
posture, will correct most of these deficiencies in a remarkably 
short time. For this reason it will not be necessary to prescribe 
special individual exercises for any of these conditions excepting 
for weak feet or those that may have broken down in service. 
For these cases the following movements have proved most 
beneficial. They should be done without shoes or better still 
while the feet are bare. 

A. 1. Position of attention. Toes together, move heels a 
little apart, rise on toes. 

2. Lower weight slowly. 

B. 1. Position of attention. Toes together, heels a little 
apart, rise on the outer borders of feet, knees straight. 

2. Return slowly. 

C. Walk on outer borders of the feet. 

D. Stand with toes projecting over edge of step. Curl, 
extend, and spread the toes. 

E. Flexion and extension of the foot. 

F. Raise heels and walk on toes. Soldier should rise as high 
as possible on the balls of the feet with the toes pointed in. 

G. Practice walking for short distances with toes pointed 
in and with most of the weight on the outer borders of the feet. 

H. Soldier seated. Circling inward of the foot. Heels on 
the floor as a pivot. Move the feet outward---l; downward 
and together — 2; and upward — 3. 

I. Soldier seated. Flexion and extension of the ankle. 

The foregoing movements are not only valuable for the pre- 
vention of flat feet, but are also very useful in strengthening 
arches that tend to break down under service conditions. 



CHAPTER III 

Games Adapted for Use as a Part of the Formal Drill 

Period 

GROUP GAMES AND MASS ATHLETICS 

Group games and mass athletics are particularly valuable 
as a part of the military training program because they develop 
to a high degree mental and physical alertness. Many of them 
are adapted for use in the formal drill period in regular forma- 
tion. They give variety and additional interest to the regular 
day's work. 

Even in simple competitions, the soldier is confronted by 
unexpected situations in the progress of the game. In his 
effort to adapt himself promptly and successfully and to do the 
thing which will be an effective response to the situation, he is 
receiving a training in discrimination and accuracy of action 
which tends to develop smartness, quickness of decision, and 
the ability to act effectively after making the decision. In other 
words, the rapidly changing conditions in the games serve to 
give him orders which are even more effective than the spoken 
order in stimulating a smart response. Moreover, experience 
in competitive games makes the soldier shifty, stimulates a 
lively determination, and gets him in the habit of exerting him- 
self to the utmost when in action. 

It was demonstrated during the war that nothing was so 
valuable as competitive games in keeping alive the interest of 
the men and in preventing discontent and homesickness during 
a long training period or after a protracted tour of duty in the 
front lines. 

The games selected are those which are easily learned, which 

require the simplest equipment or none at all, and which have 

met the test of actual experience under service conditions. 

They require a simple form of organization and have been 

34 



GroupGames 36 

selected because of their simplicity, popularity, and educational 
value, from among the hundreds that have been tried out in 
the Army. 

These games are divided into three general classes: 

1. Those that can be used without modification of the ordi- 
nary squad, platoon or company formation, as a part of the 
formal work during a drill period. 

2. Those that are more adapted for use in the supervised 
athletic period; and 

3. Stunts and informal contests that may be used by the 
soldiers during their leisure time. 

It will be noted that all of the games listed in Class I can 
be used during the supervised athletic period. The games 
comprising the three classes follow: 

CLASS i— GAMES ADAPTED FOR USE AS PART OF REGULAR 
DRILL PROGRAM 

i. Medicine Ball Relay. Equipment Needed: One medi- 
cine ball for each team participating. (Any kind of ball or 
similar object can be used in place of the medicine balls.) For- 
mation: Column of files about six feet apart, each made up of 
an equal number of men. Players in the stride stand position 
with the ball on the line in front of the first contestant. The 
man at the head of each column should be indicated in some well- 
defined way such as wearing no O. D. shirt. At the start the 
ball is rolled back (or object passed) between the legs of the 
contestants in the column until it reaches the back of the 




Fig. 28. 



36 Mass Physical Training 

column. There it is picked up by the end man who carries it 
forward on the left (or right) side of his column to the distance 
line, which he must touch. He then returns to the front of his 
column where he faces about and starts the ball (or passes the 
object) back between his own legs toward back of the column 
where it is picked up by the end man who repeats the perform- 
ance of the preceding end man. After every man has carried 
the ball forward the last man finishes the race when he crosses 
the distance line (Fig. 28). 

2. Sprint Relay. No Equipment Needed, Formation: 
Column of files. The first man of each column runs to (or 
around) a given point and returns to starting line, where he 
hands baton (belt, handkerchief, stick, or any other small 
object) to the second man of his column. The second man 
repeats the run and brings baton back to third man. Continue 
in like manner until all men have run. Men fall in line in 
order at the foot of their respective columns immediately after 
finishing their runs. Men must receive baton at, or back of, 
starting line. The last man of each column should be indicated 
in some well-defined way such as wearing no 0. D. shirt. 

3. Jump Belt Relay. Equipment Needed : One stout stick 
about four feet long for each team, or two belts joined together. 
Formation: Column of files about six feet apart. Each col- 
umn should be made up of an equal number of men. The 
No. 1 man of each column runs forward with belt and touches 
it to a given ^omT7 returns and hands one end to No. 2, who 
has stepped off to one side of the line. These two men, one on 
each side of the line, then carry the belt, close to the ground, 
while they run back toward the end of the line. The men in 
the line jump over the belt as it comes to them. After the last 
man in the line has jumped over the belt, No. 1 lets go the belt 
and takes his place at the end of the line. No. 2 carries the 
belt forward to the given point, returns to the front of the line 
and carries the belt back with No. 3 holding the other end. 
This is continued until the last man has tagged the forward point. 

4. Marching Tag. No Equipment Needed: Two base 
lines 50 feet apart. The group is broken up into two units. 



Group Games 37 

These units form in company front behind their base line facing 
each other. Unit No. 1 marches forward in this formation and 
continues so to march until a whistle is blown. The whistle is 
the signal for No. 1 to break ranks and run back to their base 
line before the men forming unit No. 2 can tag them. No. 2 
men must stand at attention until the whistle is blown. 
Eveiy man tagged before crossing his base line must line up 
with No. 2. Unit No. 2 then marches forward until a whistle is 
blown, and is chased back behind its base line by group 
No. 1. The line having the largest number of plaj^ers after an 
equal number of trials wins the game. 

Note. — The officer in charge should judge distances care- 
fully, and should gradually permit the marching line to approach 
closer and closer to the tagging line before blowing the whistle. 
The marching distances should be as nearly as possible the same 
for both teams. 

Note. — A good modification of the game is to have the 
tagging line stand with their backs toward the marching line, 
thereby necessitating a quick turn around. 

* 5. Human Tug of War. No Equipment Needed, Forma- 
tion: Column of files facing each other. Players stand close 
together, arms placed about waist of man in front (grasping 
left wrist with right hand is the strongest grip). Leading man 
of each team grasps opponent about neck and shoulders. Team 
breaking first or having one or more men pulled over the line 
separating the two teams after thirty seconds, is the loser. 

6. Company Rescue Race. No Equipment Needed: By 
two or more units (platoons or companies). The front rank of 
each company is on the ground 25 yards away. On signal, the 
rear rank runs up and carries the front rank to the rear rank's 
starting mark. Event can also be run against time. 

7. Regulation Equipment Race. Equipment Needed: 
Rifle, bayonet, and scabbard. Field service uniform: blouse, 
shirt, breeches, leggins, shoes, campaign hat, and belt. Shoes 
are placed on ground at scratch, leggins on 25-yard mark, 
blouse and hat at 50-yard mark, rifle bolt out and firing pin out 
at 100-yard mark, other accoutrements may be added. Con- 



38 Mass Physical Training 

testants lie with their backs flat on the ground with their heads 
just back of their shoes and feet pointing away from the start- 
ing line. At starting signal each man will put on his shoes, and 
run to the 25 -yard mark, put on his leggins, continue on, stop- 
ping at each point and putting on the equipment at that point. 
After assembling bolt and placing it in the rifle, each man will 
run back to the starting line, and stand at attention. Con- 
testants will not leave any of the points until the equipment at 
that point is properly adjusted. 

8. Obstacle Race. Equipment Needed: 100-yard course 
arranged as indicated below. Sprint 10 yards to a three-foot 
hurdle; sprint 15 yards to a smooth wire entanglement 10 feet 
wide (arms must be folded while crossing entanglement; hands 
may not be used) ; sprint 15 yards to a ramp 5 feet high imme- 
diately joining which is a trench 10 feet wide and 3 feet deep; 
sprint 15 yards to a plank bridge 1 foot wide (over a shallow 
trench 20 feet wide) ; sprint 15 yards to an 8-foot smooth-faced 
fence; sprint to finish. (See Figs. 119, 120, 121.) 

Note. — Obstacle race should be run in three ways according 
to stage of training, for instance: (1) without equipment and 
rifle, (2) with rifle, (3) with light marching equipment and rifle. 

Note. — Course can be arranged so that this race may be 
modified in various ways so that natural obstacles can be used. 

9. Over the Top. No Equipment Needed, Formation: 
Front rank facing rear rank. A separating line should be 
drawn between the two ranks. A parallel line should be drawn 
ten yards back of either side of the separating line. Each man 
of rear rank must keep one foot in contact with separating line 
until starting signal is given. Object of Game: Front rank 
fight their way back to the line behind the rear rank. The rear 
rank acts as defender. As soon as any man succeeds in crossing 
the rear line he has gone "over the top" and can no longer be 
molested. (Grasping the clothing, kicking, and securing 
strangle and harming holds not allowed.) At signal, game stops 
and the number of front rank men who have succeeded in 
getting back of the rear rank's goal line or "over the top" 
are counted. Continue game with rear rank as offensive and 



Group Games 



39 



front rank as defensive unit. Team getting largest number 
"over the top" in a given number of periods of equal duration 
wins. Time of each period should be about one minute. 

The foregoing games are only a few that are adapted 
for use in the regular drill program. Games No. 10 to 93 are 
described in Chapter XI, pages 149 to 175. Consult pages 
149 and 150 for suggestions regarding the proper administration 
of athletic games. 



-4 < &% % 




CHAPTER IV 

Quickening and Skirmishing Exercises 

To train men to move forward in stooped, bending or crawl- 
ing positions, and to accustom the soldier to certain conditions 
and positions necessary in trench warfare and skirmishing, exer- 
cises bringing into play muscles not generally used have been 
adopted. These exercises were used in the French army by 
trainers to prepare athletes for special events, and have been 
adapted to the training of the soldier in moving without 
fatigue in a bending, stooping or crawling position. These 
movements are known as skirmishing exercises. 

Another group includes the quickening movements success- 
fully employed in bayonet schools. These drills place the 
emphasis upon cor centration of attention, quick thinking and 
instant execution. Quickening exercises should be simple, 
of brief duration, and the element of competition should 
be introduced. 

QUICKENING EXERCISES— FORMATION FOR 
INSTRUCTION 

The unit should be formed in a large circle around the officer 
in charge, not more than 32 men in a circle. (A circle 
of 32 men six feet apart radiates about 10 yards from 
the officer.) 

The unit being in column of squads: At the command — 
"Form a circle — MARCH" the front rank faces right, and in 
double time proceeds down the right flank of the unit, each 
rank facing right and falling in behind as the running column 
passes. As the head of the column passes the end of the unit it 
bears to the right, running in a large circle with intervals of 
six feet distance between the men. 

At the finish of the exercises, to get the men back to the 
original formation, give the command "TO YOUR PLACES — 
MOVE." As in the quickening exercises, the men return, 
running at full speed, to the original formation. 
40 



Quickening and Skirmishing 41 

SUGGESTIONS 

1. The men follow one another six feet apart in a large 
circle around the officer controlling in center. 

2. The word "GO" is used as the command of execution, 
after the name of the exercise is given. The command "RE- 
LAX" means to discontinue the special exercise and simply 
walk in an easy position, not necessarily keeping step. 




Fig. 29. 

3. Avoid fatigue by giving no more than ten seconds at a 
time to an exercise, and by selecting in rotation one exercise 
from the standing group, one from the squatting group, and 
one from the bending group: giving a "RELAX" period of 
about twenty seconds between each two exercises. 

4. Put snap and speed into the commands and exercises. 
Finish with a run over nearby obstacles, following the leader, in 
and over trenches, over fences, climbing trees, etc. 

EXERCISES 

1. Indian Walk — Walk forward with trunk bent forward, 
knees slightly bent, trailing tips of fingers on the ground 

(Fig. 29). 



42 



Mass Physical Training 



2. Toe Walk — Knees stiff, walk on toes with short, rapid 
steps. Walk forward and backward. 

3. Crawl — Forearms on ground, legs straddle behind; 
crawl forward, resting on forearms and inside of feet and knees. 
As right forearm goes forward, the left knee is brought up side- 
ways. Keep hips near the ground. 

4. All Fours — Hands and feet on ground, run forward, 
sideward or backward. 




:.■:*•!..' :■•:..-,.,. ■•■..:. :.r : 



Fig. 30. 



5. Crouch Run — Run with knees bent and back stooped 
forward, as if in a shallow trench, arms hanging loosely. 

6. Frog Jump — On hands and feet imitate a frog jumping 
but land on feet with legs apart. 

7. Hand Kick — From hands on hips position raise right 
arm forward, shoulder high, kick hand with right foot; repeat 
with left, walking forward. 

8. Squat Jumps — Hands on hips. Small jumps forward in 
squat position. 

9. Flex Step — From hands-on-hips position raise knee 
waist high, straighten out knee, pointing toe to the front; step 
forward, touching toe to ground before heel; done very slowly. 

10. Heel Touch Walk — Step forward, bend body back- 



Quickening and Skirmishing 43 

ward, touch right heel with right hand; repeat same to 
left; continue. 

11. Straddle Leaps — Leap forward from side to side as if 
clearing muddy spots in center. 

12. Duck Waddle — Squat position, arms to thrust, trunk 
erect. Walk forward (Plate 30). 




Fig. 31. 



13. Toe Touch Walk — From hands-on-hips position walk 
forward right hand touching right foot, and left hand touching 
left foot at each step, keeping knees stiff as possible. 

14. Bear Gallop — Similar to "Frog Jump," but land with 
feet between hands. 

15. Right (Left) Foot Hop — Hop forward on one foot 
with other foot raised to the rear. Two, four or eight times 
each foot. 

16. Forward Jumps — Jump high from both feet, swinging 
arms forward, upward or sideward. On landing, arms 
come down. 

17. Crane Walk — Trunk bent forward, hands on hips, 
walk forward, raising knees to chest with each step (Fig. 31). 



44 Mass Physical Training 

18. Feet Spread and Close — Jump forward, alternately 
spreading and bringing feet together. Hands clap overhead 
when feet are spread and clap sides when feet are together. 

19. Hopping Movement — From the position of hands on 
hips hop on toes turning to right on each fourth count. 

20. Goose Step — From the position of hands on hips 
swing the left leg, knee stiff, toe pointed out, waist high. On 
the second count the leg is lowered, the toes touching the 
ground before the heel, walking forward. Repeat with the 
right leg and continue. 

21. Automaton Walk — Walk forward swinging the ex- 
tended left leg knee high. At the same time swing the right 
arm, elbow straight, shoulder high. In the same manner walk 
forward swinging the right leg and left arm. 

22. Bucking Broncho — From all fours imitate a bucking 
broncho, jumping from feet to hands alternately. 

23. Bear Walk — Place hands on ground, drawing the legs 
up, knees stiff, as far as possible under the body. Walk for- 
ward moving the left foot and left hand in cadence and the 
right foot and right hand. 

24. Buttock Kick — From the position of hands on hips, 
leap into the air and strike buttocks with both heels. Alight 
on toes. 

25. Simulated Jump — Raise arms forward, rising on toes, 
swing arms downward, full bend knees, swing arms forward 
rising on toes to the erect position, swing arms downward to 
the position of attention. 

26. Quick Step — Walk in fast cadence, 140 steps per 
minute, taking about a 20-inch step. 

27. Flexion Step — Walk forward with about a 36-inch 
step. Lean body forward, keep foot close to ground, bending 
knee of leading leg and straightening knee of rear leg. 

28. Flexion Step With Pause — Same as in Flexion Step 
(27) except after taking step forward, pause, bend and touch 
ground with the knee and inside of heel of rear leg. 



Quickening and Skirmishing 45 

QUICKENING EXERCISES 

1. "Out of My Sight" means that the men drop their 
rifles, boxing gloves or whatever they have in their hands and 
dash for the nearest tree or hole where they can hide. Any 
man in sight is singled out by the officer in charge and made to 
feel conspicuous. The same command prefixed by "With 
Your Rifles" means that pieces are carried by the men as 
they hide. 

2. "To Your Places," emphasized by "Don't be last," 
brings the men back at full speed to resume their inter- 
rupted work. 

3. "Six Feet Off the Ground" signifies vigorous climb- 
ing up the nearest tree or fence. 

4. "Flat on the Ground" or "On All Fours" means a 
sudden dropping to the ground and absolute silence in the posi- 
tion described by the command. 

5. "Opponents Rifle," given during bayonet drill causes 
every man to drop his own rifle, rush across and pick up that 
of his opponent, coming to the "On guard" position at once. 

6. "In the Trench" is self-explanatory, meaning that the 
men are to drop into the nearest trench. 

7. "Out of the Trench" is the signal to climb out of 
the trench. 

8. "Feet Off the Ground" can be performed by standing 
on some object or hanging, but is more readily performed by 
lying on back. 

9. "Touch Iron" starts the men looking for some piece of 
metal to touch. 

Occasionally the officer in charge should give a new com- 
mand before one recently given has been completed. For 
instance, to call "Flat on Ground" when men are running for 
the timber to get out of sight, calls for quick thinking. 

10. Follow the Leader — Another effective method for 
conducting quickening exercises is known as "Follow the 
Leader." This work is carried on as follows: With the unit in 
open formation, the officer in charge calls "Follow me," and 



46 Mass Physical Training 

then proceeds to move arms, legs and body to various positions. 
Any of the fundamental physical drill positions may be used. 
While it is possible to use body and leg movements, the most 
satisfactory are those in which the arms alone take part. The 
officer in charge should choose his movements out of considera- 
tion for the expertness of the unit. There should be pauses 
over varying lengths of time at each position to allow the 
tardy members of the unit to get to a new position. All move- 
ments should be made with the utmost speed and snap. 

11. Command Drill — Another method that is tremend- 
ously effective in neuromuscular development is that known as 
the "Command Drill." This drill is known under several 
other titles, and is carried on under varying conditions, being 
popular with athletic coaches. 

In this drill the officer in charge calls in rapid succession the 
position he wants the group to assume. For this work the 
group may be arranged in any open order formation that is com- 
monly used. The members of the group should move as pre- 
cipitously as possible from one position to another in the short- 
est and quickest way. The officer in charge should not hesitate 
to call down the laggards and lazy members of the unit, for the 
value of the work lies primarily in the snap the group develops. 

The common positions or movements used in this drill are: 



a. Sit 


Sit on ground. 


b. Kneel 


Kneel on ground. 


c. Belly 


Lie on ground, face down. 


d. Back 


Lie on ground, face up. 


e. Squat 


Squat. 


f . Roll right 


Lying on back or belly, make complete 




roll to right. 


g. Roll left 


Opposite of roll right. 


h. Roll front 


Do forward roll. 


i. One foot 


Stand on one foot. 


j. Head 


Stand on head. 


k. Stand 


Stand on both feet. 



Quickening and Skirmishing 47 

The above nomenclature is so self-explanatory that it is not 
necessary to further elaborate the same with more detailed 
descriptive matter. After one trial, the men very rapidly get 
the idea. 

Other exercises may be devised by the ingenious officer. 

12. Crows and Cranes — Of the various quickening drills 
in use, that known as "Crows and Cranes" is perhaps the 
most popular. 

The method for carrying on this work is to divide the unit 
into two groups, one known as "Crows" and the other as 
"Cranes." The officer in charge instructs the unit to do a 
specific thing, and then indicates the group that is to carry out 
the command — either "Crows" or "Cranes." This work is 
made more effective by rolling the "r" in giving the command 
of execution, and then finally snapping out the end of the 
word. For instance: "C-r-r-r-r-anes," "C-r-r-r-r-ows." Only 
the part of the unit designated executes the movement; the 
balance should remain at attention. Example, "Forward Roll, 
C-r-r-r-r-ows." Those who respond to the command wrongly 
should get back to their proper position as rapidly as possible. 

The common positions and movements used in this drill are : 



a. 


Sit 


Sit on ground. 


b. 


Stand. 


Stand up. 


c. 


Turn right 


Jump in air, make one full turn 
right. 


d. 


Turn left 


Opposite to turn right. 


e. 


Mount 


Climb on hips of the other group. 


f. 


Dismount 


Drop off hips of other group. 


g- 


Forward fall 


Fall forward. 


h. 


Jump forward 


Jump to front. 


i. 


Touch toes 


Jump off ground and touch toes. 


J- 


Touch heels 


Jump off ground and touch heels. 


k. 


Run 


The group called runs twenty -five 
yards, and others attempt to 
catch them. 



e^ 



48 Mass Physical Training 

This method may also be varied by giving the command odd 
and even numbers "Do this or that," i.e., "Odd numbers — 
Squat," "JEyen numbers — Out of my sight." 

13. O'Grady — From the formation of column of squads the 
officer in charge gives certain movements in close order drill 
prefixing the words "O'Grady says," i.e., "O'Grady says — 
Forward March." From time to time he will attempt to con- 
fuse the unit by omitting the words "O'Grady says." Any man 
who executes a command incorrectly given is made to run the 
gauntlet or double time a short distance in front of the unit. 

14. False Lead Method — Another method, somewhat a 
combination of the signal and command system, is that which 
has been called the "False Lead." In this system the officer in 
charge mixes correct commands with the incorrect commands 
or signals, the group being instructed to follow only those com- 
mands that are correct. For instance, the group may be stand- 
ing with their feet apart when the officer in charge commands 
"Feet apart. Jump." A large proportion of the group will 
make the mistake of jumping their feet together. Of course, 
they should make every effort to get back to their proper 
position at once. Or the officer in charge might jump his feet 
together, without giving the command for the same. A large 
portion of the group will follow his example. They are wrong, 
of course. 

The idea of this drill is to develop mental alertness and dis- 
crimination, so that the men will gain steadiness and the ability 
to act correctly in rapidly changing situations. The officer in 
charge possessed of originality will think of many tricks that 
will add to the usefulness of this drill. 



CHAPTER V 

Personal Contact Drills 

Experience in wrestling and hand-to-hand fighting has a 
double value in military training. In the first place, this train- 
ing gives the recruit practice in personal combat, as a result of 
which he learns how to handle his opponent and how to apply 
his own strength to the best advantage. He learns to think 
quickly and to become alert and skilful in taking advantage of 
openings. He gains confidence in himself and feels that he is 
capable of making a good showing under any conditions. This 
confidence in his own powers tends to make the recruit more 
determined and aggressive in any form of combat, thus improv- 
ing his morale and his value as a fighting man. Further, a well 
grounded knowledge of a few selected hand-to-hand fighting 
holds and disarming methods is of great value in patrol duty, 
trench raids, or whenever in any emergency the soldier finds 
himself unarmed and confronted by an armed opponent. 

Nothing is so important as confidence and determination in 
fighting with or without weapons, and a very slight advantage 
in skill or quickness gives the victory. The value of the mental 
preparedness and poise that arrives from repeated experience 
in personal contests cannot be overestimated. 

EXERCISES PREPARATORY FOR HAND-TO-HAND FIGHTING 

The following exercises will be found useful as a means of 
giving recruits experience in personal contests which will 
develop strength, skill and speed in working with an opponent. 

It is essential that these exercises shall be executed with 
snap and accuracy. 

The exercises are conducted with the unit in the usual for- 
mation; that is, platoon or company front, the front rank 
having about-faced. All these exercises should be executed 
at command. 

49 



50 



Mass Physical Training 



In personal contact drills the command comes from the 
officer in charge, but the opponent strives to prevent each 
individual from gaming the purpose of the hold after it has been 
taken following the command; consequently, the soldier is 
taught to carry out orders in the face of opposition. This 
develops within him the feeling of conquest. Further, it devel- 
ops aggressiveness and an ability to meet opposition success- 
fully. All of the follow- 
! ing suggested drills 

should be carried out in 
formation — the platoon 
is the best unit. 

Class Formation : Men 
fall in in column of squads, 
execute right face, then 
first and third ranks exe- 
cute about face. The 
men on defense will not 
use their hands but will 
resist by bracing them- 
selves, feet well spread. 
Those on offense will 
place their hands as di- 
rected in the following commands. The officer in charge will 
use a whistle to start and stop the different events. 
* i. Hand Tug of War: Men face each other with left (or 
right) foot advanced. Grasp right (left or both) hands and at 
the command each man attempts to pull his opponent across 
the line midway between the two ranks (Fig. 32). 

2. Neck Tug of War: Men interlace fingers behind oppo- 
nent's neck. On command each man attempts to pull his oppo- 
nent across a line ten feet back of the starting line (Fig. 33) . 

3. Squatting Tug: Contestants sit on the ground facing 
each other, legs extended, soles of the feet touching. Oppo- 
nents grasp hands or-a srrort pole about three feet long. Pole 

>ed bv-mcluman with the^ight iiand at one end and the 
^fiS^m^ide-'^of anH^^e^jQpptm^tjs right hand at the 




Fig. 32. 



Personal Contact Drills 



51 



other-end. The object is 
to pull the opponent from 
his position on the ground 
either to his feet or to 
the opposite side of a 
line midway between the 
contestants (Fig. 34). 

4. One - Hand Push : 
Opponents stand facing 
one another, right (left) 
foot forward. At the 
command, right (left) 
hand is placed on op- 
ponent's chest. The ob- 
ject is to push opponent 
over a line five feet back 
of the starting position, 
bout (Fig. 35). 

5. Shoulder and Arm Push: Place right hand on oppo- 
nent's left shoulder. Grasp opponent's right upper arm with 




Fig. 33. 



Side-stepping results in loss of the 




Fig. 34. 



Mass Physical Training 




Fig. 35. 




Fig. 36. 



| left hand. Feet should 
] be well spread, backs 
arched, and body bent 
forward. The object is 
to push opponent back- 
wards from starting 
position (Fig 36). 

6. Sitting Toe 
Wrestle : Opponents sit 
I on the ground toe to 
toe, with a stick under 
knees. Arms under the 
stick and hands locked 
in front of knees. Ob- 



Personal Contact Drills 



53 



ject is to get toes under opponent's feet, and so tip him over 
backwards (Figs. 37 and 38). 

7. Hand Wrestle : Men advance right (left) foot so that the 
outer margins of the feet touch one another. Grasp right (left) 




Fig. 38. 

hands, holding hands over line midway between opponents 
until command is given. The object is to pull or push an oppo- 
nent off his balance so that he moves one or both feet or 
touches the ground with some part of his body (Figs. 
39 and 40). 



54 



Mass Physical Training 



8. Harlequin Wrestling: Stand on one foot, holding right 
(left) hands. Object is to overbalance opponent or to force 




Fig. 39. 




him to put upper foot down. Bucking with shoulder is not 
permitted. Game may be modified by requiring contestants 
to hold the upper foot with the free hand. 



Personal Contact Drills 



55 



Note. — A popu- 
lar modification of 
the foregoing is 
known as Rooster 
Fight. Players hold 
upraised foot with 
both hands. The ob- 
ject is to upset the 
players of the oppos- 
ing team or to cause 
them to let go of their 
feet. Player knocked 
to the ground or 
forced to release up- 
held foot must drop 
out. Opponents are bowled over indiscriminately. Team 
bowling over largest number of opponents wins (Fig. 41). 




Fig. 41 



#5" 





Fig. 42. 



Fig. 43. 



56 



Mass Physical Training 



9. Cumberland Wrestling : Opponents stand chest to chest, 
one arm over shoulder and other around the waist, locking 
hands behind the back. At signal, attempt to lift opponent 







■-a 







Fig. 44. 



clear of the ground. Holds may be changed after the bout is 
started (Figs. 42 and 43). 

10. Collar and Elbow Wrestling: Place right (left) hand 
back of opponent's neck. Grasp opponent's right (left) elbow 



Personal Contact Drills 



57 



with right (or left) hand. Tripping is allowed. Object is to 
make opponent touch the ground with any part of the body 
other than the feet (Fig. 44). 

ii. Mounted Boxing : One man sits astride another's hips. 
Rider wears boxing gloves. At the signal the riders box while 
the horses maneuver. Bouts last one minute. Decision is 
given at the end of this time. Rider falling off his horse loses 
bout. Horse and rider falling lose bout. If both riders fall 
at once, the one striking ground first loses. 




Fig. 45. 



12. Pig-a-Back Wrestling: One man sits astride another's 
hips. Object is for one rider to dislodge his opponent rider. 
Any tactics except striking are allowed. Both horse and rider 
falling counts as a lost bout. If both riders fall at the same 
time the one striking the ground first loses. 

13. Cane Wrestle : Cane should be about one inch in diam- 
eter and about three feet long. Each man grasps cane with 

Htie right hand, knuckles up, at one end and with the left hand, 
knuckles down, inside of and close to the opponent's right hand 
at the other end of the stick. The object is to wrest the cane 



58 



Mass Physical Training 



from the opponent. Loss of grip with either hand loses the 
bout (Fig. 45). 

14; Indian Wrestling: Opponents lie on the ground facing 
up, right shoulders in close contact and right elbows closely 
locked. The right leg is then swung upward a given number of 




Fig. 46. 



preliminary swings, and at the signal GO it is locked behind 
the opponent's right leg. The object is to roll the opponent 
over by forcing his leg down. 

Note. — This may be used in the same manner on the 
opposite side with the left legs (Fig. 46). 



CHAPTER VI 

Line Wrestling 

1. General Suggestions: Keep muscles that are not 
actually in use relaxed as much as possible, particularly when 
falling. 

2. Use your brains as well as your muscles. A real wrestler, 
like a star football player or fighter, is one who can make his 
muscles respond effectively to accomplish the end desired. 

3. If opponent secures a good hold, do not resist continu- 
ously — be passive, and then make sudden, concentrated efforts. 

4. When facing an opponent, always try to keep your arms 
inside of his arms. 

5. Don't waste your strength on foolish and impossible 
grips. 

6. Keep moving all the time and cover up your method 
of attack. 

Wrestler's Hand Grip: To learn the wrestler's grip one 
should form the habit of always holding the right hand palm 
down with the fingers partially flexed, the left hand palm up 
with fingers partially flexed. By forming this habit the hands 
naturally slip into the desired hold. 

To take the wrestler's grip, the fingers of the right hand 
should grasp the fingers of the left hand, as illustrated. The 
thumb of the left hand is slipped between the little and ring 
fingers of the right hand. The thumb of the right hand is 
curled inside the index finger of the right hand and the little 
finger of the left hand (see Fig. 47). 

When the wrestler's grip is properly taken, it leaves no 
finger ends which can be grasped and bent back in an endeavor 
to open the hold. 

i. Referee's Hold: Each man places his left hand over his 
opponent's right shoulder and on the back of his neck. With 
the right hand grasp opponent's left elbow — both men assuming 

59 



60 



Mass Physical Training 



the same position. Both feet should be kept separated and well 
back out of reach. All joints and muscles are flexed. 

Note. — From this position many holds may be obtained 




Fig. 47. 




Fig. 48. 



and by pulling and pushing forward or backward, or from side 
to side, an opening may be made for some good hold (Fig. 48). 
2. Front Waist Hold: Slip both arms about opponent's 
waist, locking hands at back. Drop shoulders and chin to 



Line Wrestling 



61 



opponent's chest on right or left side. Draw in with both arms 
at waist and push forward with chin and shoulders, bending 
opponent back to ground (Fig. 49B). 








Fig. 50. 



Defense for Front Waist Hold : To prevent a man from 
encircling your body with his arms, always keep your arms on 
the inside of his, with the elbows bent (Fig 49A). In case 
he succeeds in embracing you, move your feet well to the rear, 



62 



Mass Physical Training 



lean your chin against his body and place your arms around 
his arms above his elbows (Fig. 49C), and in a short time he 
will be forced to relax his grip. 

3. To Get Behind Opponent: If opponent has referee's 




Fig. 51. 



hold, place your right hand under his left elbow and raise his 
left arm in the air (Fig. 50A), at the same time step forward 
and place your foot outside of opponent's left foot and your 
left hand in his crotch (Fig. 50B), and pivot to rear by duck- 
ing under his raised left arm (Fig. 50C). Immediately raise 



Line Wrestling 



63 



head, keeping it in contact with back of opponent's shoulder. 
This prevents him from getting a head hold by twisting his 




L '" 






Fig. 52. 



shoulders and dropping his arm around your head. At the 
same time draw opponent to you with your left hand and slip 
right arm around his waist (Fig. 50D). 



64 



Mass Physical Training 



4. To Get Behind an Opponent: This may be done on 
either left or right side. Grasp opponent's left wrist with your 
right hand. Pull his hand across in front of your body to the 
left. At the same time, grasp his left arm on the inner side 
with your left hand well up to the shoulder. Your left hand 
should continue the motion started by your right hand, twist- 
ing your opponent in front of you. The right arm should slip 
about opponent's waist as you step behind him with your 
right foot. 

Block: As opponent grasps your wrist and starts to swing 




Fig. 53. 



it across his body, straighten your arm out so that he cannot 
swing it in front of his body (Figs. 51 and 52). 

5. Attack from Rear: With waist hold lift opponent from 
the ground and quickly throw him to right or left, at the same 
time striking against his left (or right) knee with your left (or 
right) knee, thus knocking his feet from under him (Fig. 53). 

Block: As your opponent lifts you from the ground, lock 
his leg or legs by placing your toe (or toes) behind his corre- 
sponding knee (or knees). While this lock is held it is impos- 
sible for an opponent to throw you to the ground (Fig. 54). 

6. Hand Trip from Behind: When behind an opponent 
place the palm of your left hand in the middle of his back, at 
the same time grasping his right ankle with your right hand. 



Line Wrestling 



65 



Push him forward with your left hand and lift his right leg 
from the ground with your right hand (Fig. 55). 

7. Tackling : If opponent has both feet close together, drop 
quickly, grasp him with both arms about the knees. Draw 




Fig. 54. 



, 



h-M 




Fig. 55. 



his feet toward you and push forward with your shoulders 
slightly above the knees, thus throwing him backwards to 
the ground. 

Block: As opponent comes forward with head low, place 
both hands on his head or neck. Force his head toward the 

5 



Mass Physical Training 





Fig. 56. 



ground and pull him 
forward on his face, at 
the same time drop- 
ping to your knee 
(Fig. 56). 

8. Near Leg and 
Under Arm : Grasp 
opponent's right wrist 
with your left hand, if 
he has right leg and 
right arm extended, 
step in with your head 
under outstretched 
arms and with leg hold lift up on his right leg with your right 
hand, at the same time pushing opponent over on his back 
while retaining wrist lock. The same method may be em- 
ployed if he has left hand and left leg extended, in which case 
you will use your right hand to grasp his left wrist and your 
left hand and arm for a hold on his left leg (Fig. 57). 

9. Near Leg and Back Heel: In case the opponent has 
either leg advanced, for example, the right, step in quickly and 
place your left foot inside of 

his right foot. Grasp his right 
thigh with both arms and kick 
his left foot from under him by | 
swinging your right leg in 
between his legs and then back | 
against his left ankle, at the 
same time raising his right thigh. 
When opponent falls, go with 
him if necessary but do not 
drop your right knee on his 
stomach or privates (Fig. 58). 3 

10. Arm Lock: Either arm 
extended. Grasp his wrist with 
your opposite hand; namely, L 
his right wrist with your left 




Fig. 57. 



Line Wrestling 



67 



hand. Step in quickly and in this case pivot on your left toe 
bringing your back toward opponent, and passing your right 
arm over his right arm close to his shoulder. Throw your 




Fig. 58. 



weight on his right arm, at the same time rotating your shoul- 
ders from right to left and placing your right foot behind his 
right leg. This will throw him across your right leg to the 
ground (Fig. 59). 

Block: Take waist hold and 
sit back before opponent twists 
you off your balance. 

ii. Cross Buttock : This may 
be taken with either right or left 
arm. Grasp opponent's right 
elbow with your left hand. Slip 
right arm around his neck. At j 
the same time turn on the ball 
of the left foot, stepping across 
with the right foot so that your 
feet will be approximately in 1 
front of his feet, thus bringing 
your right hip against his right 
hip. Pull down sharply with the Fig. 59. 




m-—r 



68 Mass Physical Training 

right arm. At the same time rotate the shoulder from right 
to left and twist your opponent over your right extended 
hip as a pivot. This will throw your opponent on the ground, 
bringing you on top (Fig. 60). 

Block : As opponent starts to rotate on ball of left foot and 
slip right arm about your neck, place one or both hands against 
his right hip, holding him away from your body (Fig. 61). 

12. Flying Mare: This may be taken on either side. If 
opponent's right arm is extended in front of him, grasp his 



*f" v s^ 




Fig. 60. Fig. 61. 

right wrist with your left hand. Place your right hand under 
his right armpit, palm up. At the same time step in and pivot 
on the left toe, bringing your opponent's right arm over your 
right shoulder, your back to his chest. Drop to the right knee 
and throw him over your shoulder by pulling down on his right 
arm and bending your right shoulder towards the ground. 
Caution: Be careful to keep palm of his right hand down; 
otherwise you will be likely to break his arm (Fig. 62) . 

13. Head and Chancery Hold: This hold may be obtained 
if the opponent is facing you with his head low — frequently 
from the referee's hold, or even when your opponent is behind 
you as when his head slips under your arm. It may be executed 



Line Wrestling 



69 



with either hand. When opponent is facing you with his head 
low, pull him forward so that his head slips under your right 
armpit. Carry your forearm around his chin. Grasp your 



ftpfe^ 




Fig. 62. 

right hand with your left hand. Exert a twisting pressure by 
bearing down with the right shoulder and raising with your 
left hand. During this hold your feet should be well apart and 
braced to the rear so that 
your weight will fall for- 
ward on top of opponent 
(Fig. 63). 

Note: This hold may 
be modified by placing the >m 
left hand (palm down) on 
opponent's right shoulder 
and your right hand on top 
of your left wrist. Under 
these conditions, pressure 
should be exerted in the 
same way. This hold will 
throw a man to the ground 
on his back, bringing you ^ 
on top of him. 





Fig. 63. 



70 



Mass Physical Training 



14. Standing Trip: Grasp opponent by each arm close to 
the shoulder. Pull him slightly forward so that his weight is on 



f 





Fig. 64. 



one foot. At this moment strike him sharply on the outside 
of the leg bearing his weight with your opposite foot and throw 
him to the side on which his weight is resting (Fig. 64). 



CHAPTER VII 

Hand=to=Hand Fighting, Including Disarming Methods 

Emphasis should be placed upon the fact that hand-to-hand 
fighting is to be regarded as an emergency measure and that it 
is to be resorted to only when ordinary weapons of offense and 
defense are not available. A soldier should always depend 
upon his rifle, bayonet or grenade as his best means of offense 
and defense. This idea should be thoroughly drilled into 
the men. 

The holds that are described have been selected from a very 
large number of hand-to-hand combinations, because experience 
has shown that they are best adapted to secure effective results 
when used by men in full equipment upon opponents equipped 
with helmet, gas mask, pack, etc. Many holds that are effective 
in the absence of equipment and with only one opponent have 
been discarded as useless under service conditions when 
the men are handicapped by full equipment and by rough, 
muddy ground. 

The spirit of hand-to-hand fighting is that of grim, watch- 
ful determination. The men must be trained to keep on their 
feet and to avoid going to the ground with their opponents. 
They should be taught to use the kick, the knee, and the elbow 
whenever possible and to cultivate speed and accuracy in taking 
holds. Aggressiveness and determination in making attack 
are invaluable as a means of putting and keeping the opponent 
on the defense. 

Principles of sportsmanship and consideration for your 
opponent have no place in the practical application of this work. 
In a fight with a bigger, stronger man avoid aimless struggle 
but work deliberately to disable or disconcert him by butting 
with head, kicking shins, grabbing gas mask, etc., so as to 
make an opening for a disabling hold or blow. 

It is to be noted that the knee, crotch, neck, and head are 
vulnerable parts and are the object of attack, in any one of 

71 



72 



Mass Physical Training 




the ways prescribed 
below. It should be re- 
membered that tearing 
off an opponent's gas 
mask is a valuable 
offense when gas is 
present, and is always 
useful as a means of 
disconcerting the op- 
ponent. 

i. The Kick: Raise 
'. the right knee until 
I the thigh is horizontal. 
(The left knee is 
FlG - 65 - slightly bent.) Kick 

out viciously bringing the foot back at once to avoid its being 
caught. When opponent is down attack with usual type of 
kick to vulnerable parts and if possible avoid going to ground 
with opponent (Fig. 65). 

2. The Front Strangle: Grasp opponent's clothing on 
shoulders with both hands (forearms crossed and right arm 

uppermost) right hand on _-__^-__ r 

opponent's right shoulder ['. 

and left hand on opponent's 
left shoulder. Force right 
forearm against opponent's 
throat, elbow forward as far 
as possible and pull to your 
left with your left hand. Bend 
his head back and strangle, 
keeping close to his body. 

3. The Leg Trip: Grasp 
opponent's sleeves above el- 
bows, keeping the feet spread 
and well braced pull him 
toward you (quickly) and to 
your left, taking a small step Fig. go, 




Hand-to-Hand Fighting 



73 




Fig. 67. 



to right with right 

foot. At the same 

time place your 

left foot with a 

quick sweep 

against his right 

leg, above ankle. 

Keep your legs 

and body straight. 

Release hold as 

he falls and kick 

(Figs.66 and 67). 
4. To Control 

Prisoners: (a) 

(Come Along) 

Grasp opponent's 

right wrist with your right hand (palm to palm). Pull him 

quickly toward you, turning to the right, so that you will face 

in the same direction that he does. At the same time place 

your left arm over his right arm close to shoulder — bend your 

left elbow and place forearm under his arm above his elbow, 

locking his arm; raise your left forearm grasping your own clothes 

well up on chest and apply pressure with your right using 

your left arm as a ful- 
crum. At the same time 
press his wrist down, 
keeping his arm extended 
(Figs. 68, 69 and 70). 

(b) Or shove your left 
hand under his right arm 
close to his shoulders, 
grasping his pack strap or 
his shirt, and force his arm 
down by pressure with 
your right hand (Fig. 71). 
Method (a) is more de- 
Fig. 68, sirable for use than (b) . 




74 



Mass Physical Training 



Killing Holds: These holds are useful when on patrol or 
under conditions where it is impossible, or inadvisable because 
of noise, to use weapons. 

5. Rear Strangle: Useful for attack on sentry from the 
rear. When attacking opponent from the rear, grasp his shoul- 
ders with both hands and immediately jerk him toward you. 
At the same time drive right foot to back of opponent's right 
knee (Fig. -72). Swing right arm over his right shoulder 
with the forearm across throat. Grasp your right wrist with 





Fig. 69. 



Fig. 70. 



your left hand. Keep your right shoulder pressed to back of 
his head — your head pressed tightly to left side of his head 
(Fig. 73). Force him to the ground and break his neck by 
placing your feet well to the rear, tightening your arms and 
pressing your shoulder tightly to the back of his head. This 
hold, properly executed, will break opponent's neck. Failing 
this, it still is effective as a strangle hold (Fig. 74) . 

6. Head and Neck Hold : Useful when opponent is met head 
on or from the side when crawling on patrol. 

When crawling on hands and knees and meeting enemy 
in head-to-head position, lunge forward dropping chest on 




Hand-to-Hand Fighting 



75 



back of his head. Slip left arm 
around his neck — forearm across 
his throat — grasp your right 
wrist with left hand as right 
hand is placed on opponent's 
left shoulder near the neck. 
Force up on left forearm and 
bear down with chest on back of 
his head (Fig. 75). Note: This 
hold can also be used on an 
opponent who rushes into a 
grapple with his head down. 

Note: Holds 5 and 6 are 
extremely dangerous and effec- 
tive. Care should be taken in 
practice to apply them lightly and without using pressure, 




Fig. 71. 



DEFENSES AGAINST ATTACKS 
7. Hand Throttle from Front: Swing right arm with 
clenched fist over opponent's arms, at the same time turning 
shoulders sharply to the left, breaking his hold. Drive elbow 
or forearm back to jaw. 

8. Under Arm 
Body Hold from Front : 
Dig thumbs into eyes 
forcing his head back, 
gouging out eyes. Fol- 
low by driving knee 
to crotch. 

9. Opponent Charges 
with Head Down : Ap- 
ply "strangle" as fol- 
lows: Push opponent's 
left shoulder down with 
right hand and slip fore- 
arm across throat with 
armpit to back of his 




Fig. 72. 



76 



Mass Physical Training 



head — grasp your right wrist with your left — pull the arm 
tightly against throat, raising the body, bending back at the 

waist and keeping armpit tight 
against back of his head, 
strangling him. This hold can 
also be applied to the left side. 
(See instruction No. 6.) 

10. Under Arm Body Hold 
from Rear : Stamp heel on 
opponent's instep and drive 
head to face. At the same 
II'' time grasp one finger of either 

hand with your correspond- 
ing hand — breaking finger 
and hold. 

General Note. — To finish 
opponent who hangs on and 
attempts to pull you to the 
ground always break his hold by driving knee or foot to crotch 
or jabbing thumbs to eyes. This applies to all except rear holds. 




Fig. 73. 




Fig. 74. 

OFFENSE WITH KNIFE AGAINST OPPONENT WITH 
OR WITHOUT KNIFE 

Take boxer's position. Keep left arm in front for a guard. 
Hold knife in fingers of the right hand as in offense and thrust 



Hand-to-Hand-Fighting 



77 




for abdomen rather than ribs or face. After making the point 
either slash up or to the side. Keep your body protected by 
holding left forearm bent at elbow and in front of body (Fig. 76) . 

OPPONENT STRIKES DOWN WITH KNIFE 



Guard the thrust by plac- 
ing left arm up, forearm at 
right angles to your upper 
arm (striking opponent's fore- 
arm near the wrist) . Bend his 
arm backward, at the same 
time stepping forward with 
the right foot, turning your 
body to the left. Pass your 
right arm under upper part 
of his right arm, keeping 
your right shoulder close to 
his body, grasping his wrist. 
Force his arm back and 
down breaking arm (Figs. 
77 and 78). 












Fig. 76. 



78 



Mass Physical Training 



OPPONENT THRUSTS UP OR FORWARD WITH KNIFE 
IN RIGHT HAND 
Step to the left and guard his thrust by striking his forearm 
with your left forearm (left forearm bent at elbow). Grasp 




Fig. 77. 




Fig. 78. 



opponent's right wrist with your left hand (thumb down). 
Then grasp knife hand with your right hand (your fingers at back 
of his hand, your thumb around his thumb). Twist his wrist 



Hand-to-Hand-Fighting 



79 



upward and outward as you turn your body to the left, break- 
ing wrist. Maintain hold and kick (Figs. 79, 80 and 81). 




Fig. 79. 




Fig. 80. 

DEFENSE OF UNARMED MAN AGAINST OPPONENT WITH 

BAYONET 

The purpose of the following methods is to teach an un- 
armed man how to gain possession of opponent's rifle. Quick- 



80 



Mass Physical Training 



ness and accuracy are the main factors of an effective attack 
or defense. The bayonet is ineffective at very close range, 




Fig. 81. 




Fig. 82. 



and the first problem is to get inside of the range of the point. 
Spar for an opening and when one appears close in and get 
your hands on the rifle. When the opponent thrusts, parry 



H a n d - t o - H a n d Fighting 



81 




Fig. 83. 



the bayonet to the right 
with the left palm, at the 
same time turning your 
body to the right (Fig. 
82). Grasp the rifle with 
the right hand above op- 
ponent's left hand, and 
with your left hand on the 
rifle above his right (Fig. 
83) . Then use any one of 
the following procedures 
for which there may be an 
opening : 

ii. Trip to the Right: 
Place your left hand under and around your opponent's left 
arm close to the shoulder. Step in and place your left foot 
outside of and behind his left foot (Fig. 84). Turn quickly to 
the right, pivoting on right foot, forcing stock of rifle against his 
body by pulling with the right hand, throwing him over your 
left leg to the ground and gaining possession of rifle (Fig. 85). 
12. Trip to the Left: While struggling for possession of the 
rifle suddenly press down with your right hand and raise up 

with your left hand. 
Quickly slip your left 
arm under the rifle 
and place it over and 
around his right arm 
(Fig. 86). Swing rifle to 
the left with your right 
arm, at the same time 
place your right foot 
outside his right foot 
(Fig.87).Pivotontheleft 
foot and throw him over 
your right leg to the 
ground, gaining posses- 
sion of the rifle (Fig. 88) . 

rlG. 84. 




82 



Mass Physical Training 



13. Right-Hand Pry and Punch : While struggling for pos- 
session of rifle place your right forearm under rifle barrel and 



^•-WS 




i; 



Fig. 85. 



over opponent's left wrist. Pry his hand down suddenly and 
swing rifle to the left with your left arm. Drive right fist to 





Fig. 86. 



Fig. 87. 



opponent's jaw and kick to crotch. If blow and kick are ineffec- 
tive follow up by quickly placing your right forearm under 



Hand- to- Hand Fighting 



83 



rifle stock and over his right wrist and pry, gaining possession 
of rifle. 

14. Wrist Twist to the Right : After parrying bayonet to the 
right with your left palm, quickly place your left hand around 
his left hand (fingers around his thumb and your thumb on 




Fig. 88. 



Fig. 89. 



the back of his hand). Grasp his left wrist with your right 
hand (fingers around his wrist and your thumb against back 
of his hand) . Swing his arm down and to the right breaking his 
wrist (Fig. 89). 

Important Note: In all t close fighting, whether armed or 
unarmed, remember to use the kick or to drive the knee to the 
crotch whenever an opening appears. 



CHAPTER VIII 

Boxing 

Boxing requires a high degree of mental concentration, 
great alertness and body control, the ability to judge time and 
distance, and a fine coordination of mind and muscle. It 
develops to a marked degree courage and self-reliance. It has 
for its aim the overcoming of an opponent who likewise is using 
his own brain and strength in opposition. The big contribution 
of boxing to military training is that it develops in men the 
willingness and ability to fight effectively at close quarters. 

Boxing and bayonet fighting demand the same qualities of 
spirit and body : agility, aggressiveness, and a fearless determi- 
nation to see the contest through regardless of punishment. 
Experience in boxing develops in men a knowledge of them- 
selves and confidence in their own abilities, and a readiness to 
see and take advantage of an opponent's mistakes, that greatly 
increase their effectiveness in a real battle. Both boxing and 
bayonet combat require a fighting spirit that breaks down or 
weakens defense, and makes openings for an effective "finish." 

FORMATION FOR INSTRUCTION 

i. With or Without Gloves: For instruction or practice in 
blows and for shadow boxing: 

Have the men fall in in column of squads or column of 
platoons, and extend on number ones to the left. At the com- 
mand, "OPEN RANKS— MARCH" the odd numbers in front 
rank take two paces forward and the even numbers in rear 
rank take two paces backward (Fig. 90). 

2. With Gloves: For instruction and practice against 
an opponent: 

When the section is in column of squads and is going to use 
the gloves, it should execute right face, then odd numbers about 
face and engage even numbers. If in column of platoons, front 
84 



B o 



xing 



85 



rank of each platoon executes about face and engages rear 
rank (Fig. 91). 




■%-'• 



<*: 



iK 



ii'Mt 



fl 



Fig. 90. 



The selection of blows and methods of teaching which fol- 
low have proved successful in soldier training. 



;% : «... * -~- ..:%■■ ' : 






Fig. 91. 



METHODS OF TEACHING 

When teaching a section always demonstrate the move or 
blow, using one of the men as an opponent. The instructor 



86 Mass Physical Training 

should face in the same direction as the section does when 
demonstrating a blow. 

Explanation should be brief and to the point. The section 
will learn easier and quicker through watching you demonstrate 
than they will through listening to long explanations. 

Speed is of immense importance in all boxing moves. The 
muscles should ordinarily be relaxed and should be tensed only 
at the moment of delivering a blow or guarding. 

After the lessons have progressed to a point where the men 
are permitted to box for a short time to put into actual practice 
what they have been taught, care should be taken to match 
the men as equally as possible. Caution the men against 
hitting with the open glove (slapping) and against hitting hard 
until they have acquired some knowledge of the game. 



/< 



COMMANDS USED IN TEACHING 

"Attention" — Section comes to "attention." 

"On Guard" — Section assumes the "on guard" position. 

"Blows by Command" (preparatory command) — followed 
by name of blow, e.g., "Right hook to jaw." 

"Strike" (Command of execution) — Section delivers blow 
and returns smartly to "on guard" position. 

"At Ease" \ 

"At Rest" > — Conforming to military procedure. 

"Dismissed" ) 

"Blows by Count" — Each position is held until succeed- 
ing count is called. 

(Name of Blow) — for example — "Right hook to jaw." 

"Strike" — Section executes blow and remains at position 
of landing. 

"Two" — Return smartly to the "on guard" position. 

Note: The practice of giving "blows by count" enables 
the instructor to correct individual or class mistakes. This 
method should be limited in use as it has a tendency to develop 
deliberate action. 



Boxing 87 

METHOD OF DELIVERING BLOWS 

Always hit with front of knuckles. At time of landing the 
wrist should be straight, so that there will be a straight line 
along the forearm to the knuckles. It is to be understood in 
general that any well delivered blow is made from the ball of 
one or the other foot and is backed up by the snap of the body 
and shoulder. 

^DEFINITION OF TERMS USED IN TEACHING 

Leading: "Leading" is taking the initiative by striking 
out with either hand. 

The logical lead is a left lead, but at times conditions will 
permit the use of the right-hand lead. 

Types of leads recommended: (1) Left lead to head; (2) 
Left lead to body; or (3) Right hook following a feint. 

Countering: A "counter" is an immediate return with 
either hand of an opponent's blow. 

The successful counter is a very effective blow because the 
opponent is advancing when your blow lands; and its own 
force is augmented by the forward motion of your opponent in 
attempting to land his blow. 

Hook: A "hook" is a blow landed with either hand with 
the arm bent at the elbow. It may be used either as a lead 
or a counter. The fist instead of going straight to the mark 
as in a "straight blow" travels through the arc of a circle and 
lands with bent elbow. 

Timing: "Timing" is the sensing of an opponent's lead 
or his intention to lead, and getting in your own attack 
before his blow lands (beating him to the punch). 

Blocking: "Blocking" is rendering an opponent's blow in- 
effective by placing your hand, forearm, or elbow between the 
attacking fist and your body. 

Note. — (a) Blocking is a purely defensive action. 

(b) Blows to the head are blocked with the right hand 
(palm out) keeping the elbow close to the body, and assisting 
with the left shoulder. 



88 Mass Physical Training 

(c) Blows to the body are blocked with the elbows and 
forearms. 

Slipping: "Slipping" is the moving of the head and body 
quickly to either side to avoid a "straight blow." 

Note: While slipping is primarily a defensive action, it 
possesses the added advantage of making it possible for the 
boxer to initiate an effective " counter " attack with either hand. 

Ducking: "Ducking" is quick bending of the body, lower- 



'¥ 



'. ' . , ■■■■.,:■ ■■ 



■jL<MZ y ; 4 







Fig. 92. 



ing and turning the head (bending the head at neck) to avoid 
a hook or swing. 

Note: The first move of the head in "ducking" should be 
made in the same direction as the attacking blow (away from 
the blow). 

Parrying: "Parrying" is the diverting of an opponent's 
straight blow by sharply striking with the palm of either hand 
the attacking hand or forearm (Fig. 92). 

Note. — This has a tendency to throw an opponent off his 
balance leaving an opening for a "counter" with the other hand. 

Feinting: "Feinting" is any action which is intended to 
mislead your opponent into thinking that you are about to 



Boxing 89 

make an attack, or to mislead him in regard to the kind of 
attack you are about to make. 

It is designed to induce your opponent to make some move- 
ment which will leave an opening for a blow. 

Telegraphing: "Telegraphing" is unconsciously warning 
an opponent in advance of an intended move or blow — for 
example — drawing the hand back before "leading." 

Guarding: "Guarding" is any maneuver such as blocking, 
parrying, etc., which is intended to render an opponent's 
blow ineffective. 

Footwork : * ' Footwork ' ' comprises the proper movement of 
the feet to enable the boxer to maintain good poise and balance 
and to adapt himself to all phases of offense and defense. 

"Footwork" is moving in any direction with short shuffling 
steps keeping feet in the same relative position all the time. 

Note: Generally speaking the right foot is never in 
advance of the left foot, excepting in sequence of blows which 
are used as a preliminary training for bayonet fighting. 

Shadow Boxing : "Shadow boxing " is boxing with an imagi- 
nary opponent and performing with snap and precision all of 
the movements which are required in actual combat. 

Note. — The primary object of shadow boxing is to practice 
blows and to develop quickness of body, smooth footwork, and 
good boxing form. It should be made as real as possible. An 
attempt should be made to visualize opponent. 

Warning: Shadow boxing executed with snap and vigor 
is a very valuable practice which will enable the boxer to secure 
freedom of action, quick response of body, and endurance; 
but the instructor must always be keen to prevent this phase 
of practice from becoming slovenly and spiritless, and lea ding- 
to the formation of bad habits; on the other hand, when it is 
slowly done, without snap and determination, it favors the 
formation of bad habits. 

There are a great many terms which have not been covered 
in the foregoing statement covering definitions in teaching. 
These maneuvers, however, apply properly to advanced instruc- 
tion and should not be undertaken by a beginner. 



m 



Mass Physical Training 



SEQUENCE OF BLOWS 

It is difficult, if not practically impossible, to give the 
soldier an opportunity to practice bayonet fighting against an 
opponent except in actual battle. The use of the spring bayo- 
net for this purpose has many disadvantages in addition to the 
cost of the equipment. Inasmuch as boxing and bayonet fight- 




Fig. 93. 



ing demand the same qualities, such as endurance, agility, and 
an automatic readiness to seize an opening, boxing contests 
properly conducted furnish a useful substitute for bayo- 
net contests. 

The value of boxing for this purpose is still further enhanced 
by the fact that there are certain sequences of action which 
are common to both bayonet fighting and boxing and which 
should be practiced with the gloves until they become automatic 
and thereby will be available for effective use in the stress and 



Boxing 91 

excitement of actual bayonet combat. Following are a few 
examples of this type of sequence: 

1. Straight left to the face and right hook to the jaw — 
which resemble a long point and a butt stroke to the jaw. 

2. Straight left to the body and right hook to the body — 
which resemble a long point for the body followed by butt 
stroke to the ribs (Fig. 93). 

3. A straight left to the face and a right upper cut — which 
resembles a long point and a butt stroke to the crotch. 

4. Straight left to the face, right hook to the body, left hook 
to the jaw — which resembles a long point to the throat, a butt 
stroke to the body or crotch, and a slash to the head or neck. 

Note: In practicing the above combinations in boxing, 
shift the feet as you make the right hook, placing the right foot 
forward, and hook hard with all the weight of the body behind 
the blow. y 

GENERAL NOTES 

1. It is always wise to precede a "lead" with one or 
more feints. 

2. When "shadow boxing" advance by stepping forward 
with the left foot and follow with the right foot — always keep- 
ing the feet a walking pace apart so as to maintain balance. 

3. When hitting with one hand be prepared to "block" or 
follow up with the other hand. 

4. To make blows effective aim at side of opponent's chin, 
nose, heart, solar plexus (stomach) or liver. 

5. The success of any blow depends upon its speed and 
unexpectedness. Care should be taken to avoid "telegraph- 
ing." (This should not be confused with "feinting.") 

6. The three fundamentals in boxing are (a) quickness, (b) 
accuracy, and (c) force of blow. 

7. Aggressiveness is the best defense at all times, although 
there are times when a blow may be avoided by quickly bend- 
ing the body backward at the waist, causing the blow to 
fall short, thus placing you in an advantageous position 
to "counter." 



92 



Mass Physical Training 



8. Keep moving at all times when boxing, as it is much 
more difficult for your opponent to land while you are moving. 

9. When you are not in striking distance of your opponent, 
drop your arms and relax, but be alert to come to the "on 
guard" position. 

NO. i : ON GUARD POSITION 

Preparatory Command: "Attention." 
Command of Execution: "On Guard." 
From the position of "Attention" take a walking pace 
forward with the left foot, place the left foot flat on the ground 




|W- 




Fig. 94. 
" ON GUARD " (Front) 
Note: Elbows close to side; body poise, 
balanced about equally on both feet; posi- 
tion of hands. 



Fig. 95. 

" ON GUARD " (Side) 

Note: Position of hands; balance; knees 

slightly bent. 



to the left of the right foot and pointed ahead. Raise the right 
heel from the ground about one inch, at the same time bend 
both knees slightly. Balance weight equally on both feet. 
Keep the elbows close to the body, raise the left forearm to a 
horizontal position. Raise the right fist so that it will be in 
front of the center of the chest and slightly away from the 
body (Figs. 94 and 95). 



Boxing 



93 



Close the fist and turn in 
and slightly down. Bend and 
turn the body slightly to the 
right, and keep the left fist and 
forearm pointed at center of 
opponent's body. Keep the 
chin down. Relax all muscles 
in arms and shoulders and 
assume a determined facial 
expression. 

Note: (a) Generally speak- 
ing all leads are delivered from 
this position. 

(b) A common fault with 
beginners is to place most of 
the weight of the body on the 
left foot. 




Fig. 96. 
STRAIGHT LEFT AS A LEAD 
Note: Position of striking hand; the 
line from left fist to right foot; position 

It is not to be understood in of ri s ht hand - 
the foregoing description of the 

__, "on guard" position 
that the boxer is to 
maintain a rigid post- 
ure. The "on guard" 
position should be 
maintained without 
undue tension and 
rigidity of the muscles, 
— the body should be 
kept in good poise — the 
fists lightly closed until 
the instant the blow 
is landed, when the 
attacking fist should 
be tightly closed. 
Fig. 97. Method of holding 

STRAIGHT LEFT AS A COUNTER i -, -. -, 1 . . 

Note: Blocking hand; right elbow close to body; hand when delivering 
left shoulder is advanced to get full reach. a blow: Fist closed, 




94 



Mass Physical Training 





Fig. 98. 

STRAIGHT LEFT TO BODY AS A COUNTER 

Note: Position of right hand. Left arm horizontal. Eyes on opponent. 



#:,-' 




<■ f * -\' 1'''.. '"'/:' ■''. 

Fig. 99. 

RIGHT HOOK TO BODY AS COUNTER TO STRAIGHT LEFT 

Note: Right shoulder is forward. Arm properly hooked. Right hand in position 

to block or follow up. 



Boxing 



95 



thumb down over first and second fingers, back of hand in 
straight line with wrist and arm, and hand turned in such a 
way in striking that the force comes mainly on the front of the 
second and third knuckles. 



NO. 2: STRAIGHT LEFT TO THE FACE 

1. As a "lead": From the on-guard position, shoot out 
the left hand (palm down) straight to your opponent's 
face, stepping for- 
ward with the left 
foot, pushing off 
the ball of the 
right foot, and 
keeping right foot 
on the ground. The 
blow should land a 
fraction of a second 
before the left foot 
touches the gro und . 
At moment of land- 
ing the right hand 
is raised to chin 
(palm outward) 
and ready to follow 
up with right-hand 
blow or to block 
(Fig. 96). 

2. As a "counter": Block or evade opponent's lead and at 
the same time shoot left straight to face (Fig. 97). 




Fig. 100. 
LEFT HOOK TO BODY AS COUNTER TO STRAIGHT LEFT 

Note: Striking hand and arm; eyes are on the blow; 
position of right hand while landing with left. 



NO. 3: STRAIGHT LEFT TO THE BODY 

1. As a "lead": Step forward quickly, bending the body 
at the waist to the right and drive the left hand to opponent's 
body. The foregoing movements are executed as one. The 
body should be inclined sufficiently to the right, so that the 
shoulders and left fist will be approximately on a level. 



96 



Mass Physical Training 




Fig. 101. 
RIGHT HOOK AS A COUNTER 
LEFT LEAD 

2. As a counter to 

"Slip" to the left and 
the blow under the 
heart. The body is 
turned to the left 
slightly, and the right 
shoulder is brought for- 
ward with its weight be- 
hind the blow (Fig. 99). 

NO. 5: LEFT HOOK 
TO THE BODY 

1. As a lead: Step 
forward with the left 
foot and hook the left 
hand to the body 
(palm facing your 
body) turning slightly 
to the right on balls 
of both feet. 



2. As a "counter": As oppon- 
ent leads to head, bend body 
quickly to the right causing his 
blow to go over the shoulder, 
and drive the straight left to 
body (Fig. 98). 

NO. 4: RIGHT HOOK TO THE 
BODY 

1. Step forward and slightly 
to the left with the left foot, hook 
the right hand to the body under 
the heart keeping the right elbow 
close to the body and bring the 
shoulder forward with the punch, 
to keeping weight of shoulder behind 

the punch, 
an opponent's straight left to the face : 
"hook" right hand to the body landing 




Fig. 102. 

RIGHT HOOK TIMING A LEFT HOOK 

Note: Body inclined slightly to left to get inside of 
left hook; right arm is bent and shoulder is behind 
blow; position of left arm. 



Boxing 



97 



2. As a counter: When opponent leads straight left to 
face slip to the right, drawing left shoulder and arm back 
slightly, and hook left hand to the body, keeping the weight of 
the left shoulder behind the blow, and turning slightly to the 
right on balls of both feet (Fig. 100). 

NO. 6. RIGHT HOOK TO THE JAW 

1. Step forward and slightly to the left with the left foot, 
hook the right hand to the side of the jaw, raising the elbow 
slightly and throw- 
ing the shoulder for- 
ward with the punch, 
keeping the weight 
of the right shoulder 
behind the blow. 

2. As a counter 
to a straight left to 
the face: "Slip" to 
the left and hook the 
right hand (palm 
down) over his arm 
to jaw. Raise 
right elbow high so 
that your forearm 
does not touch op- 
ponent's shoulder 
(Fig. 101). 

3. As a "time" punch when opponent leads a wide left 
hook to the jaw : Step in quickly and at the same time drive a 
short right hook to the jaw (beating him to the punch), keeping 
the weight of the right shoulder behind the blow (Fig. 102). 
The right hook properly delivered is a most useful blow. 

NO. 7. LEFT HOOK TO THE JAW 

1. As a lead: Step forward with the left foot and hook 
the left hand (palm down), keeping the weight of the left 
shoulder behind the blow, to the right side of the opponent's 

7 




Fig. 103. 
LEFT HOOK TO JAW AS A COUNTER 
Note: Position of left hand and arm. 



98 



Mass Physical Training 




Fig. 104. 

RIGHT UPPER CUT AS A LEAD 

Note: Position of right arm and fist, also left fist. 
Body is in blow. 



turn to the right on the 
balls of both feet and 
bring the shoulder forward 
with the punch (Fig. 103). 

NO. 8. RIGHT UPPER CUT 

1. Bend slightly and 
drive right hand up to 
opponent's body or chin 
(palm facing you at time 
of landing) (Fig. 104). 

2. As a counter to 
a straight left to face: 
"Slip" to the right, 
slightly bending both 
knees and "upper cut" 
to jaw (Fig. 105). 



jaw, turning to the 
right on the ball of the 
right foot, landing the 
blow a fraction of a sec- 
ond before the left foot 
touches the ground. 

Note: As the 
blow lands the left 
elbow should be on a 
level with the fist. 

2. As a counter to 
an opponent's straight 
left to the face : 
"Slip" to the right, 
slightly drawing back 
the left shoulder and 
arm. Hook the left 
hand to the right 
side of opponent's jaw, 




Fig. 105. 

RIGHT UPPER CUT AS A COUNTER 

Note: Position of right fist. Left hand is ready 
to follow up. 



Boxing 99 

PROGRAM OF INSTRUCTION IN BOXING 

(Times Indicated are the Minimum. Much More Time 
Should be Spent Upon Reviews if Possible.) 

LeSSOn NO. I Minutes 

1. Talk on object of Army boxing and benefits derived 10 

2. Class arrangements 10 

3. Explain, demonstrate, and practice "on guard" 

position 10 

30 

Lesson No. 2 

1. Review of Lesson 1 10 

2. Straight left lead to the face 10 

3. Block for straight left to face 5 

4. Parry straight left with right open palm 5 

30 

Lesson No. 3 

1. Review of previous lessons 10 

2. Straight left to face as a counter 5 

3. Straight left to body as a lead 10 

4. Shadow boxing and feinting 5 

30 

Lesson No. 4 

1. Review of previous lessons 14 

2. Straight left to body as a counter 10 

3. "Slipping" straight left leads to face 5 

4. One round boxing : 1 

30 



100 Mass Physical Training 

Lesson No. 5 Minutes 

1. Review of previous lessons 12 

2. Right hook to body 5 

3. Right hook to body as a counter to straight left to 

face 5 

4. Ducking 5 

5. Two rounds of boxing (one minute each) 3 

30 

(One minute rest between boxing rounds in this and 
following lessons.) 

Lesson No. 6 

1. Review of previous lessons 10 

2. Left hook to body as a lead 10 

3. Left hook to body as a counter to straight left to 

face 5 

4. Two rounds of boxing (lJ/2 minutes each) 5 

30 

Lesson No. 7 

1. Review of previous lessons 15 

2. Right hook to jaw 10 

3. Three rounds of boxing (one minute each) 5 

30 

Lesson No. 8 

1. Review of preceding lessons 10 

2. Right hook to jaw as a counter to straight left. ... 8 

3. Right hook to jaw as a time punch to left hook to 

jaw 5 

4. Three rounds of boxing (one 2-minute round and two 

13^-minute rounds) 7 

30 



Boxing 101 

LeSSOn NO. 9 Minutes 

1. Review of preceding lessons 10 

2. Left hook to jaw as a lead 8 

3. Left hook to jaw as a counter to straight left 5 

4. Three rounds of boxing (one 2-minute round and two 

13^-minute rounds) 7 

30 
Lesson No. 10 

1. Review of preceding lessons 10 

2. Right upper cut 7 

3. Right upper cut as a counter to straight left 5 

4. Three rounds of boxing (two minutes each) 8 

To 

Note: Wherever "straight left" is mentioned it is 
intended that the blow shall be a "straight left to the 
face," unless otherwise stated. 

MASS BOXING 

It is very desirable to give every fighting man in training 
actual experience in boxing an opponent. It is too frequently 
the tendency to allow boxing contests to be largely monopolized 
by the more skilful men in a given unit. This tendency can be 
obviated in a measure by using the following plan, which will 
enable the physical training officer and his assistants to give 
every man in a company two rounds of one minute each of 
actual fighting in a period not to exceed one-half hour. At 
least 12 sets of gloves should be available. 

1. Divide the men according to weights, as follows: 

125 to 135 
135 to 145 
145 to 160 

160 to 175 — and over. 
Then form them in a hollow square so that all the men can 
see, and change of gloves can be made without delay. 

2. The men should be paired off so that their opponents 
will be approximately their own weight. 



102 Mass Physical Training 

3. At a signal the first group of 24 men should put on the 
gloves and stand on a line with four yards between each two 
men and two yards from and facing their opponents. 

4. At signal, they should step forward, shake hands, and 
box hard for one minute until signal sounds, when they will 
immediately stop boxing, shake hands and double to the rear, 
where a second section will be lined up waiting their turn. The 
boxers who have just finished their boxing will take off their 
gloves and assist the new men to put them on. They will 
then stand at ease to watch the succeeding bouts. 

5. The physical training officer and his assistants must be 
on hand to stop a fight if a man is being unduly punished. 

6. After every man has fought one round, the entire section 
can be put through a second round in the same way. 

The preceding plan has been found to be very successful. 



CHAPTER IX 

Bayonet Training* 
Introductory — The Spirit of the Bayonet 

1. It is an easy matter to teach the few simple technical 
details of bayonet combat, but an instructor's success will be 
measured by his ability to instil into his men the will and desire 
to use the bayonet. This spirit is infinitely more than the 
physical efforts displayed on our athletic fields; more than the 
enthusiasm of the prize-ring, more, even, than the grim determi- 
nation of the firing line — it is an intense eagerness to fight and 
kill hand to hand, and is the overwhelming impulse behind 
every successful bayonet assault. 

Bayonet fighting is possible only because every red-blooded 
man naturally possesses the fighting instinct. This inherent 
desire to fight and kill must be carefully watched for and en- 
couraged by the instructor. It first appears in a recruit when 
he begins to handle his bayonet with facility, and increases as 
his confidence grows. With the mastering of his weapon there 
comes to him a sense of personal fighting superiority and a 
desire for physical conflict. He knows that he can fight and 
win. His practice becomes snappy and full of strength. He 
longs to test his ability against an enemy's body; to prove that 
his bayonet is irresistible. He pictures an enemy at every 
practice thrust and drives home his bayonet with strength, 
precision and satisfaction. Such a man will fight as he has 
trained — consistently, spiritedly, and effectively. While wait- 
ing for the zero hour he will not fidget nervously. He will go 
over the top and win. 

Successful training implies that men will use on the battle- 
field what they have learned on the drill-ground. To do this 
a man must move to the attack possessed not only of a determi- 

*From U. S. Bayonet Manual, 1918. 

103 



104 Mass Physical Training 

nation to win, but also of a perfect confidence in his third arm 
— the rifle. Such a confidence is born only of long, constant 
practice, which is the very essence of bayonet training. 

Without this, a bayonet assault will fail. The man who 
bores in at a dead run enjoys the advantage of a superior 
morale. The man who waits to fence loses his own nerve 
and helps the enemy take heart. The enemy may have a 
longer weapon than ours. This gives him the advantage if 
we stand off and fence, but gives us the advantage if we close 
with him. 

The growth of the spirit of the bayonet is fostered by short 
talks on what has already been accomplished with the bayonet. 
The men must be thoroughly informed of probable treachery 
on the part of the enemy. They must be informed of the pos- 
sible enemy tricks of pretending to surrender or to be wounded, 
only to fire upon or bayonet their prospective captors the 
instant they lessen their aggressiveness. 

The bayonet is the deciding factor in every assault and the 
soldier must realize that its successful employment requires of 
him not only individual physical courage, but also perfect dis- 
cipline and a thorough knowledge of teamwork. In a bayonet 
fight the nerviest, best disciplined and most skilful man wins — 
the will to use the bayonet plus cold steel and thorough training 
assure success. 

Continuous Training 

2. The perfect confidence of the soldier in his weapon as 
required by this Manual is the outcome only of long, continuous 
practice. To this end bayonet training will be kept up at all 
times, except while actually in the trenches. 

Development of the Individual 

3. It is absolutely essential that each man be taught to 
think and act for himself, and there must be no interval of 
time between the thinking and the acting. To attain this end, 
make the men use their brains and eyes to the fullest extent by 
carrying out the practices, so far as possible, without words of 



Bayonet Training 105 

command, i.e., by demonstration. Cause them to parry sticks, 
to thrust at a shifting target as soon as it is stationary, etc. 
The class should always work in pairs and act on the principle 
of "master and pupil" alternately. This in itself tends to 
develop individuality and confidence. Sharp, jerky words of 
command produce mechanical movements of the piece and will 
not be used. Rapidity of movement and alertness of mind are 
taught by various quickening exercises and games which require 
quick thinking and instantaneous muscular response. Boxing, 
wrestling, and all kinds of rough-and-tumble fighting play an 
important role in the development of the individual. 

Teamwork 

4. While actual bayonet combat is individual, each man 
must understand from the very first that he is fighting for his 
side, and not for himself alone. It follows, therefore, that he 
must be familiar with the tactical employment of the bayonet. 
He must not only know how, but when and when not to use it. 
For instance, it is absurd for a bayonet man to chase a retreat- 
ing enemy and stab him in the back; he has a bullet in his rifle 
for just that purpose. Again, the man who, forgetting that he is 
only a member of the team, rushes ahead of his comrades is 
always needlessly killed, thus helping the enemy and wasting 
his own life, as well as the time and efforts of the country he is 
trying to serve. Perfect teamwork is required in order to have 
a good line in the attack, but it is of more importance there 
than on dress parade. 

The bayonet man is frequently called upon to act as pro- 
tector to his constant comrade, the grenade-thrower, who is 
practically unarmed. This one fact requires that the bayonet 
man be familiar with the tactics of both weapons — bayonet and 
grenade — in mopping-up parties, trench raids, shell holes, and 
assaulting waves. 

The supreme test of a soldier's training is to demand of him 
that he hold a position at the point of the bayonet. In such 
cases he must know just how to coordinate himself with the 



106 Mass Physical Training 

grenadiers and machine-gunners. He must know just what 
kind of a countercharge to make and exactly when to start it. 
Finally, there is for the instructor to consider the close rela- 
tion between controlled rifle fire and the bayonet, the last — 
and perhaps the most important — phase of bayonet training. 

Equipment 

5. The rifle must always be in good condition — clean, oiled, 
and in perfect working order. Care must be taken that the 
object representing the enemy be incapable of injuring the 
bayonet or butt. Only light sticks are to be used for parrying 
practice with the rifle. 

The chief causes of injury to the bayonet are : Delivering a 
sweeping point instead of a true or direct point, failure to 
withdraw the bayonet clear of the dummy before advancing 
and placing the dummies on hard, unprepared ground. 

Discs 

6. For practicing direction there must always be an aiming 
mark on the dummy. Cardboard discs, 3 inches in diameter, 
can be improvised for this purpose. By continually changing 
the position of the disc the life of the dummy can be con- 
siderably prolonged. Five or six circles can be painted on the 
dummies to take the place of discs; the discs, however, will 
always be used in competitions. A number of circles, painted 
white, make the best marks. 

Dummies 

7. Dummies, representing in size the trunk of a body, should 
be constructed of brushwood whenever available; failing this, 
use sacks filled with the material at hand that will offer most 
resistance to penetration and withdrawal without injuring the 
bayonet. Dummies must be so suspended that they offer the 
most resistance to the attacker and at the same time can be 
easily replaced. 



Bayonet Training 107 

Withdrawal Boards 

8. The withdrawal board is an instrument used to impress 
upon the mind of the student the amount of resistance to be 
expected in withdrawing the bayonet after a thrust. It can be 
constructed of a barrel stave or other board of similar dimen- 
sions, hinged at the top to a 4 x 4-inch upright, the lower end 
being left free. The instructor causes the student to place his 
bayonet between the upright and the board, and then presses 
upon the free end of the board, thus clamping the bayonet 
between the board and the upright. The amount of pressure 
exerted by the instructor varies with the resistance which it is 
desired to illustrate. 

Other Apparatus 

9. Service Rifle and Bayonet: Scabbard on bayonet, ex- 
cept when practicing on dummies or withdrawal boards. 

Plastrons, masks, and gloves — one set for each man. 

The training stick is a light stick, 5 feet to 5 feet 6 inches 
long and j^-inch to 1 inch in diameter, padded at one end and 
provided at the other with a light rope or wire thrusting ring 
having a diameter of 3 inches. One for each man. 

The Wooden Rifle : Same outline as the service rifle, except 
that the part which corresponds to the bayonet is in prolonga- 
tion of the barrel, no attempt being made to have the bayonet 
below the barrel, as this would weaken the junction. The 
balance is the same as the service rifle, and the weight nearly 
the same. A tennis ball, fastened to the end by canvas strips, 
makes the best pad. Hair or excelsior will answer. One for 
each man. 

Unless this very important part of a soldier's training equip- 
ment becomes an article of issue, it can be sawed out of a 
piece of timber 2 inches x 6 inches x 5 feet, and trimmed into 
shape by hand. The length of the wooden rifle, with tennis 
ball attached, can be made the same as the Model 1917 rifle, 
with bayonet fixed. No effort should be made to use the present 
fencing rifle. It is worse than useless. 



108 



M 



ass 



l> h 



y s 1 c a 



1 f 



raining 



Boxing gloves and a wrestling mat are essential parts of the 
equipment. They are indispensable in developing close and 
rough-and-tumble fighting. 

Trench System 

10. There must be one or more trench systems for use in 
the assault training, trench and obstacle jumping, mop- 
ping-up parties, trench raiding, and, in general, for the tactical 



Mfltxxiatal/atliinf 
S&cA to dummy for 
pra<tm'r><} parries 




Stake anchored 

in ground (close 

to dti'iimy) with 

' " Turk a Head'' for 

? practising " the jab."' 

Fig. 106. 
DUMMIES AND COMBAT EQUIPMENT 

application of the principles of the bullet, bayonet and 
grenade combined. 

No effort is, or should be, made to prescribe a type trench 
system. The instructor knows now what he wants; the details 
are left to his own ingenuity. If the terrain is suitable for the 
construction of dugouts, moving and pendulum targets, dum- 
mies, etc., a combined course will easily result. 

The proper construction and upkeep of the dummies and the 
repair of the assault training courses form part of the duties 
of the officers directly responsible for this part of the training. 



SPECIAL FEATURES OF THE BAYONET AND SUGGESTIONS 

TO INSTRUCTORS ON CARRYING OUT BAYONET 

TRAINING 

Requirements of Good Bayonet Work 
11. To attack effectively with the bayonet requires nerve, 
good direction, strength, and quickness during a state of wild 
excitement and probably physical exhaustion. 



Bayonet Training 109 

Killing Range 

12. The maximum killing range of the bayonet is about 5 
feet (measured from opponent's eyes to your own), but more 
often the killing is at closer quarters — at 2 feet or less — when 
troops are struggling corps a corps in the trenches or darkness. 



TARGST Pff 



SUPPORT TffiNCH 



COMMUMCA TffW 

Tfl£A/CH 



/•' LlW 



TKriE OPr TP£/VCH 




Fig. 107. 

TRENCH SYSTEM SUITABLE FOR ASSAULT TRAINING, AND COMBINED TACTICS 
OF RIFLE, BAYONET AND GRENADE 



110 Mass Physical Training 

Bayonet an Offensive Weapon 

13. Remember always that the bayonet is essentially an 
offensive weapon. Rush straight at an opponent with the point 
threatening his throat, and deliver the thrust wherever an 
opening presents itself. If no opening is obvious, one must be 
made by deflecting the opponent's piece or by threatening him 
on one side and driving in on the other. But keep boring in. 
The man who fails to take advantage of an opening of one-fifth 
of a second in which to thrust may lose his life. 

In a bayonet assault all ranks go forward to kill or be killed, 
and only those who have developed skill and strength by con- 
stant training will be able to kill. 

There is no sentiment about the use of a bayonet. It is a 
cold-blooded proposition. The bayonet fighter kills or is killed. 
Few bayonet wounds come to the attention of the surgeon. 

Length of Lessons and Practice 

14. As it is not the intention nor is it necessary to make the 
technique of bayonet fighting difficult, long detail is quite 
unnecessary, and serves only to make the work monotonous. 
All instruction must be carried out on common-sense lines. It 
should seldom be necessary to give a demonstration more than 
two or three times, after which the individual should acquire 
the correct position by practice. For this reason, a lesson or 
daily practice should rarely last more than one hour, given in 
two parts of half an hour each. Remember that nothing kills 
interest so quickly as monotony. 

Strive for simplicity in all explanations. Do not quibble 
over minutiae. Insist on basic principles only. Each man has 
his own individual way of fighting. 

Work Made Interesting 

15. Interest in the work is to be created by explaining the 
reasons for the various positions, the method of handling the 
rifle and bayonet, and the uses of the thrusts. Questions should 
be put to the men in order to ascertain whether or not they 
understand these reasons. When men realize the object of 



Bayonet Training 111 

their work they naturally take a greater interest in it. The 
instructor must have the men consider him a trainer and helper. 
Competitions arouse and maintain interest in the work. 

Progression 

16. Under the plan as herein prescribed, the work is care- 
fully divided into successive steps, and this progression must 
not be delayed in order to obtain correct positions and good 
direction. These points having been properly covered in the 
instruction, their proficiency, quickness, and strength result 
from continual practice. 

Physical Development 

17. Every officer and soldier must be brought to the highest 
state of physical development and kept in that condition. A 
man must train with the bayonet as a champion trains for a 
contest in which his title is at stake. 

In order to encourage dash and gradually strengthen the leg 
muscles, from the beginning of the training all classes should 
be practiced in charging short distances, jumping trenches and 
hurdles, jumping in and vaulting out of trenches, etc. 

Classes for Officers and Non-Commissioned Officers 

18. All company officers and non-commissioned officers must 
be trained as bayonet instructors in order that they may be 
able to teach their men this very important part of a soldier's 
training, which must be regularly practiced during the whole 
of the service at home and during the rest periods behind 
the firing line. 

Conduct of Classes 

19. The class is always formed in two ranks facing each 
other, with a two-pace interval. The instructor goes wherever 
necessary, but while demonstrating a movement he should sta- 
tion himself to one flank and in prolongation of the center line 
between ranks. 

Each lesson is begun with a series of quickening movements, 
exercises, or games (all men like to play games) which develop 



112 Mass Physical Training 

coordination of the muscles used in bayonet combat. After 
combat practice, the instructor should review movements 
taught in the recruit course and correct all errors in detail. 
This will correct faults induced by simulated individual fighting. 

20. Since the bayonet will be used in trenches which turn at 
the traverses, communication trenches, etc., to the right as 
well as to the left, it is necessary to teach men to use the rifle 
with either hand in front. This in order always to present the 
bayonet to the enemy before the body. 

Men learn to use the piece left-handed (right hand in front) 
with but little practice, and many prefer it. It has the advan- 
tage of placing the stronger arm in front, where it directs the 
piece better and adds strength to the parries. 

Size of Class 

21. The maximum number of men to be instructed by one 
trainer is twenty; better results will be obtained with classes 
of ten. Each man requires individual instruction and super- 
vision. Large classes make this impossible. 

To Teach a Position 

22. First demonstrate the position and explain all essential 
points, giving reasons for them. Then show the position again, 
making the class observe each movement, so that from the 
very beginning of his training a man is taught to use his eyes 
and brain. Order the class to assume and practice the position 
just explained. Pick out the man who shows the best position 
and have the class look at and copy him. His position will not 
be ideal, but it is more nearly correct than those assumed by 
the remainder, who, being beginners, cannot distinguish 
between a good position and an ideal one. 

Do not make the mistake of trying to get a class of begin- 
ners to idealize at once; only by constant practice and continual 
correction can perfection be obtained. 

For closer personal instruction, the instructor may call out 
the men by pairs, letting the others practice at will the posi- 
tions and movements already taught. 



Bayonet Training 113 

Do everything you can to encourage the men to practice 
with the bayonet, training stick, etc., while off duty around 
barracks or camp, while at rest during other drills, etc. Utilize 
your own rest periods for short talks on the use and spirit of 
the bayonet. 

Signals 

23. In practicing the various movements, the use of signals 
should be begun as early as practicable. Their object is to 
coordinate the eyes with the muscles, thus training the men 
to see and to avail themselves quickly of openings. The signals 
were devised to supersede the vicious custom of turning bayonet 
work into a drill by the use of commands, which deadens a 
soldier's initiative and ignores the training of his eye. 

These signals are not imitations of the movements they call 
for; imitations would be of little advantage to the pupil. The 
idea is to indicate with the trainer's hand an opening which the 
pupils perceive and act upon. 

The signals, easily learned, will be used by the men working 
in pairs — one signalling, the other thrusting, etc. 

To signal for the following positions or movements, the 
trainer moves as indicated: 

Guard: Assume it, left hand at back, right elbow at side, 
right forearm pointing to front, fist closed. 

Short Guard : Same as guard, except that the arm is drawn 
straight to the rear until the fist is at the right side. 

Long Thrust: Clap the right palm, fingers apart and ex- 
tended, to that part of the body toward which the soldier is 
to aim. 

Short Thrust : Same as long thrust, except the fist is closed. 
If pupil is not in position of short guard when he gets the signal, 
he comes to that position and executes short thrust. 

Jab : Place both closed fists under the chin. 

Parry: Strike a blow diagonally across the body in the 
direction the parry is to be made, fist closed. Follow by signal 
for thrust. 

Butt Strokes : Make an upper cut with the fist to indicate a 

8 



114 Mass Physical Training 

butt stroke to the crotch, a right hook for butt stroke to the 
jaw, an overhand swing for butt stroke to the head. 

Slash (following butt stroke): After butt stroke signal, 
carry the hand upward, fingers extended and joined, and 
slash down. 

Disengage: Describe an arc with the right hand, fingers 
extended and joined, in the direction the disengage is to be 
made. Make the arc with a forward motion. Follow by signal 
for thrust. 

Cut-Over: Describe an arc up and forward with the right 
hand, fingers extended and joined, in the direction the cut-over 
is to be made. Follow by signal for thrust. In executing the 
movements the point of the bayonet follows the movement of 
the trainer's hand, regardless of the relative right or left. When 
the trainer wishes the pupil to step forward with the rear foot 
in making any of the movements, the trainer steps to the rear 
as he gives the signal. 

GENERAL INSTRUCTIONS FOR BAYONET TRAINING 
Practice and Combat 

24. (a) Scabbards will not be removed from the bayonet 
except for thrusting at dummies and practice at withdrawal 
boards. 

(b) The guard, withdrawal, thrust, parries, and the jab will 
be taught first with the left, then the right, foot forward. Later 
the men must become ambidextrous in handling the rifle. 

(c) The withdrawal position after a long thrust is the start- 
ing position for a short thrust. The short thrust naturally fol- 
lows a long thrust. 

(d) From the outset the class will be practiced frequently in 
making short charges in the open. This is a good quickening 
exercise, and it also develops the leg muscles. 

(e) A target to thrust at will always be named when work- 
ing by command; or if by signal, by position of hand or training 
stick; it will also be clearly marked on all dummies. 

(f) Ranks working together must always be far enough 



Bayonet Training 115 

apart to prevent accidents when thrusts are being made. When 
thrusts are made advancing, the ranks will change positions by 
coining to high port, double timing past each other and turning 
about. When working against dummies men will always con- 
tinue the movement past the dummies, which they will leave 
on their right. 

(g) The withdrawal, once taught, will be made after each 
thrust. After a thrust, advancing rear foot or on the advance, 
the hand will always be moved up the rifle on the withdrawal. 

(h) The padding of the training stick will be as small as is 
consistent with safety. 

(i) In the second practices the thrusts will also be practiced 
deliberately and progressively on dummies placed, as a prepara- 
tion for assault training, in positions of increasing difficulty, 
e.g., on parapets and steps of shallow trenches and in fire and 
communicating trenches. 

(j) The entire five lessons will be taught right-handed before 
any left-handed practice is allowed. 

(k) Jumping will usually be done from the high port by 
throwing the piece sharply to the front on taking off and bring- 
ing it back in on landing. Some men jump hurdles very easily 
by holding the rifle in the guard position and throwing it up 
quickly on taking off. The grasp of the hands remains the 
same, and the piece is started down again when the man is at 
the highest point in his jump, thus bringing him down in a 
good position for thrusting. This applies the principle of jump- 
ing with weights. 

25. The system of training herein prescribed is based on the 
direct appeal to the student's brain through his eye, his natural 
instinct being utilized to the greatest extent, and the maximum 
amount of time being spent in practicing at will what has been 
shown him by the instructor. Instruction by demonstration 
rather than by word of command is to be the invariable method. 

26. Each detail, after receiving individual instruction, 
will double-time back to its place in ranks, and will practice 
what they have been previously taught, correcting one 
another's faults. 



116 Mass Physical Training 

At least once during each lesson the class should be formed 
in two ranks for the following exercise : As the instructor, who 
carries a training stick, approaches each man, that man will 
come to guard and threaten the instructor with his point as 
long as he is sufficiently near to attack. If the instructor holds 
the padded end above his waist line, a parry is required; if 
below, a butt stroke or kick. If the ring is presented, a thrust is 
required. The stick is "dead" when the ring is on the ground. 

27. The following sequence will be adhered to in each lesson : 
All instruction will first be demonstrated to the class by the 
instructor with a man, at a dummy, or with a training stick. 
The class, in class formation, will then practice at will all they 
have previously learned while the instructor gives each detail 
of two men individual instruction in the present lesson. The 
size of details may later be increased, according to the pro- 
ficiency of the class. At the conclusion of the hour the instructor 
may review previous lessons by words of command. 

28. The instructor must encourage the men to cultivate a 
facial expression of sternness, strength, eagerness to fight, and 
confidence in winning. 

TRAINING OUTLINED AND MOVEMENTS EXPLAINED 

IN DETAIL 

29. Bayonet training may be divided into: 

(a) The recruit course, which consists of five lessons, and 
assault training. 

(b) The trained soldier's daily practice, which constantly 
reviews the principles taught the recruit and combines the 
assault with musketry and grenade warfare. 

30. The recruit course is so arranged that after six weeks 
service he will be able to begin the assault training. (Note: 
It is assumed that the first two weeks of a recruit's service will 
be given over to drawing equipment, vaccinations, inoculations, 
etc.) He will receive one hour instruction each day, given in 
two parts of half an hour each. The men will wear only such 



Bayonet Training 



117 



clothing as will permit freedom of movement in the training. 
Shoes should be hobbed in order to prevent slipping. Helmets, 
belts and packs may be required in tests and competitions. 



LESSON I 
Vulnerable Parts of Body 

31. The point of the bayonet should be directed against an 
opponent's throat, especially in hand-to-hand fighting, so that 
the point will enter easily and make a fatal wound on pene- 
trating a few inches. Also being near the opponent's face, 
it tends to make him 

flinch. Other vulnerable 
and usually exposed parts 
are the face, chest, lower 
abdomen, thighs, and, 
when the back is turned, 
the kidneys. The armpit, 
which may be reached 
with a jab, if the throat 
is protected, is vulnerable 
because it contains large 
blood-vessels and a nerve 
center. 

Four to six inches penetration is enough to incapacitate 
and allow a quick withdrawal, whereas if a bayonet is driven 
home too far it is often impossible to withdraw it. In such 
cases a round must be fired to break up the obstruction. 

Guard 

32. Point of the bayonet directed at the base of the oppo- 
nent's throat, the rifle, not canted, held firmly but not rigidly 
with both hands, the left hand, palm against side of rifle, at 
the most convenient position in front of the rear sight so that 
the left arm is only slightly bent, the right hand, palm to the 
left and just over the navel, grasping the small of the stock, 




118 Mass Physical Training 

the right forearm pressing the upper part of the butt to the 
body, legs separated as in taking a natural step and meeting 
with resistance, left foot leading, both knees slightly bent, feet 
separated laterally a few inches and both feet flat on the ground, 
toes pointed as the man naturally points them in walking. The 
weight is balanced over both legs. 

The position must not be constrained in any way, but must 
be one of aggression, alertness, and readiness to go forward 
for instant attack (Fig. 108). 

Reasons 

The point of the bayonet is directed at the base of the oppo- 
nent's throat because that is the most vulnerable part of the 
body. The rifle is held with both hands to give the greatest 
strength. The barrel is up, i.e., "not canted," because this is 
the most offensive way of holding it. The palms of the hands 
are against the sides of the rifle because in this position the 
piece is not canted, and also the wrists are not bent in making 
the parries. The hands are in the positions described because 
they give the best grip of the rifle and get it well advanced 
toward the opponent so that he can be reached with a minimum 
movement of the rifle, at the same time sufficient play is 
allowed to run him through. The legs are separated as in 
taking a natural step and meeting with resistance because 
this is what actually happens to a man in bayonet combat. 
Separating the feet laterally a few inches gives a man a broader 
and firmer base. The position is not constrained because if it 
were the muscles would soon tire and freedom of motion 
would be lost. 

Common Faults 

1. Leaning body back. 

2. Left arm too much bent, or too straight. 

3. Right hand held too low and too far back. 

4. Rifle grasped too rigidly, restraining all freedom 
of motion. 



V 



Bayonet Training 119 

Rest 

33. Assume a position of rest in the easiest way possible 
without moving the feet, and with the rifle, butt on the 
ground, on the right side of the body (Fig. 109). 

High Port 

34. From the position of guard, without changing the grasp 
of the hands, carry the piece diagonally across the body until 
the left wrist is level with and in front of the left shoulder. 

When jumping ditches, surmounting ob- 
stacles, etc., the position of the piece is ap- 
proximately maintained with the left hand 
alone, leaving the right hand free. The high 
port is adopted only when actually preparing 
to assault. At other times the rifle is carried 
on the shoulder, at the trail, or slung, 
according to circumstances. 

Long Thrust «»^«— 

35. Grip the rifle with all your strength REST 

and vigorously deliver the point from the guard position to 
the full extent of the left arm, extending quickly the whole 
body to the front, butt running along the inside of and against 
the right forearm. If in making the thrust the right elbow is 
carried low, so as to clamp the butt between the right fore- 
arm and the right side of the body, it furnishes a brace 
against the point being forced aside. 

The leading knee and ankle are well bent, the rear leg 
braced with the heel raised, the body inclined well forward. 

The power of a thrust comes from the right arm, the shoul- 
ders, the back, the legs and the weight of the body. The left 
arm is used more to direct the point of the bayonet. A delivered 
thrust throws a man off his balance, but in fighting this is 
instantly recovered by stepping forward with the rear foot. 
After a man has learned the details of a thrust it will always be 
delivered while advancing. The eyes must be fixed on the 
object at which the thrust is made. 




120 Mass Physical Training 

In making thrusts other than straight to the front, the 
leading foot should move laterally in the same direction in 
which the thrust is made. 

The long thrust is made at an opponent at a range of about 
5 feet from the attacker's eye. It is very important to be able 
to judge this distance. In advancing on a dummy, men are 
prone to let the momentum of the body carry the point through 
the dummy without making the thrust. This must be guarded 




Fig. 110. 
A, LONG THRUST; B, WITHDRAWAL FROM LONG THRUST; C, SHORT THRUST 

against, as it brings your point forward at the same rate of 
speed as your body, which is fairly uniform and easily judged. 
The darting forward of the point at the last instant gives a 
speed that is harder to judge (Fig. 110A). 

Reasons 

The rifle is gripped hard because the point, in entering the 
body, will meet with great resistance. The leading knee and 
ankle are well bent, the rear leg braced with the heel raised 
and the body inclined well forward, because in this position the 
maximum amount of reach and power are obtained in the 
thrust. The rear foot is always brought forward in order to 



Bayonet Training 121 

preserve the balance, and also because the thrust will usually 
be made advancing. The eyes must be fixed on the object 
aimed at in order to secure a hit. 



Common Faults 

1. Rifle drawn back just before delivering thrust. 

2. Elbow and butt of rifle held as high as or against the 
right shoulder. 

3. Eyes not directed at object. 

4. Leading knee not sufficiently bent. 

5. Body not inclined forward enough. 

6. Failure of point to go forward on a straight line. 

7. Butt not braced against inside of right forearm. 

8. Doing too much work with the arms and not getting the 
body into it. 

Withdrawal from Long Thrust 

36. To withdraw the bayonet after a "long thrust" has 
been delivered, jerk the rifle straight back until the right hand 
is behind the hip, this without unduly relaxing the grasp of 
the small of the stock, and immediately resume the "guard" 
position. 

Don't try to do all the work with your arms. Carry the 
weight of your body to the rear by straightening out the lead- 
ing leg and straightening the body up at the waist. Yank the 
piece to the rear with the shoulders and arms. If the leverage 
or proximity to the object transfixed renders it necessary, the 
left hand must first be slipped toward the muzzle, and when a 
pupil reaches the stage of delivering a "thrust" while advanc- 
ing on a dummy or thrusting ring, he will adopt this method. 

After every thrust, make a rapid withdrawal before coming 
to guard. A quick withdrawal is necessary to get ready to meet 
another enemy, to prevent the one just stuck from bending 
your bayonet in falling, and to prevent him attempting to 
injure you. Men still have fight left in them after you stick 
them unless you hit a vital spot, but when the bayonet comes 



122 Mass Physical Training 

out and the air sucks in and they begin to bleed on the inside 
they feel the pain and lose their fight (Figs. HOB and 111). 

Common Faults 

1. Not making withdrawal vigorously enough. 

2. Not drawing bayonet back on line of penetration, i.e., 
letting butt drop. 

First Practice, Thrusting at Changing Targets 

37. The class, working in pairs, with the instructor super- 
vising, should be practiced in thrusting in various directions, 

- ,. - e.g., (1) at the opposite man's 

hand, which is placed in various 
I positions on and off the body; 
(2) at thrusting rings, etc., tied 
1 on the ends of sticks. This 
| practice must be done without 
word of command. 



Second Practice, Thrusting at 
Discs on Dummies 

Fig. ill. 38. The men will be taught 

withdrawal FROM LONG thrust i n transfix a diso or cirrle 

AT PRONE FIGURE t0 . tranSI1X a aiSC ° r CirCie 

painted on a dummy, first from 
a halt at a distance of about 5 feet from the dummy (i.e., the 
extreme range of the bayonet), and then, after advancing three 
or more paces, later increasing the distance and speed as the 
men progress. The advance must be made in a practical and 
natural way, and should be practiced with either foot to the 
front when the thrust is delivered. The rifle must never be 
drawn back just before making a thrust in a forward movement. 
The impetus of the body and the forward stretching of the arms 
supply the maximum force. 

The bayonet must be withdrawn immediately after the 
thrust has been delivered and a forward threatening attitude 
assumed to the side of or beyond the dummy. 

Unless the rifle is firmly gripped, it is likely to injure the 




Bayonet Training 123 

hand. By gripping the rifle as far back on the small of the 
stock as the comb will permit, the forefinger will be saved from 
being cut by the trigger guard. 

To guard against accidents, the men must be at least 5 feet 
apart when the practice is carried out collectively. 

The principles of this practice will be observed while thrust- 
ing at dummies in trenches, standing upright on the ground, or 
suspended from gallows. They should be applied at first 
slowly and deliberately, for no attempt must be made to carry 
out the assault training before the men have been carefully 
instructed in and have thoroughly mastered the prelimi- 
nary lessons. 

LESSON II 

Parry Right (Left) 

39. From the position of guard, vigorously straighten the 
left arm without bending the wrists or twisting the rifle in the 
hands, at the same time engaging opponent's piece and deflect- 
ing it just clear of your body, forcing your body forward to 
the full extent of your reach. Keep the barrel up, the point 
threatening the opponent's body, preferably his throat. If the 
parry right is properly made, it is easy to kill the opponent with 
the thrust which immediately follows — in fact, the opponent 
will usually impale himself on your point. In parry left the 
point is carried out of line with your opponent's body, but can 
be quickly brought back, as it is nearer this line than the oppo- 
nent's point. Parry left is followed up at once either with a 
thrust or a butt stroke to the ribs or jaw. During the parry the 
eyes must be kept on the point of the weapon being parried, but, 
having completed the parry, the eyes are instantly fixed on the 
part of the opponent's body to be attacked (Figs. 112A, 
B and C). 

Fending Off 

In addition, practice must be given in fending off the oppo- 
nent's point with either bayonet or rifle in any position. 



124 Mass Physical Training 

Common Faults 

1. Wide sweeping parry with no forward movement in it. 

2. Eyes taken off the point of the weapon to be parried. 



LEFT 
LOW. 



RIGHT 
LOW. 




RIGHT. 



LEF1\ 




FROM 
PARAPET. 




Fig. 112. 
A, B, AND C— PARRIES 



FROM 
TRENCH. 



3. Making the arms do all the work and not getting the 
weight, strength and momentum of the body into the parry. 

4. Parry lacking force. 



Bayonet Training 125 

Men should be taught to regard the parry as an offen- 
sive movement. 

Parries will be practiced with the right as well as with the 
left foot forward preparatory to the practice of parrying 
when advancing. 

Men when learning the parries should be made to observe 
the movements of the rifle carefully, and should not be kept 
longer at this practice than is necessary for them to understand 
what is required; that is, vigorous, yet controlled, action. 

First Practice 

The class works in pairs, with scabbards on bayonets; one 
man thrusts with a stick and the other parries. The "guard" 
position is resumed after each parry. At first this practice must 
be slow and deliberate without letting it become mechanical. 
It will be increased in rapidity and vigor as the instruction 
progresses. 

Care must be taken that the man thrusting with the stick 
does not swing it into the man with the rifle. If the man makes 
sweeping movements with the stick, the man with the rifle will 
probably develop sweeping parries. 

Second Practice 

Sticks long enough to represent the opponent's weapon in 
the "guard" position should be attached to the dummies 
and parried. 

The men must also be taught to parry thrusts made at 
them (1) by an "enemy" in a trench when they are themselves 
on the parapet; (2) by an "enemy" on the parapet when they 
are in the trench, and (3) when both are fighting on the same 
level at close quarters in a deep trench. 

LESSON III 

The Short Thrust 

40. Shift the left hand quickly towards the muzzle and 
draw the rifle back to the extent of the right arm, this without 



126 



Mass Physical Training 



unduly relaxing the grasp of the small of the stock, the butt 
either upwards or downwards, according as a low or a high 
thrust is to be made; then deliver the thrust vigorously to the 
full extent of the left arm. 

N. B. — The short thrust is used at a range of about 3 feet, 
and in close fighting it is the natural thrust made when the 
bayonet has just been withdrawn after a long thrust. If a 

strong withdrawal is 
necessary, the right 
hand should be slipped 
above the rear sight 
after the "short" thrust 
has been made (Figs. 
HOC and 113). 

Short Guard 

Left hand grasping 
rifle just under the stack- 
ing swivel, left arm 
slightly bent, right hand 
grasping small of stock, 
stock against the right 
hip. Point directed at 
p IG 113 opponent's throat. Body, 

a, short thrust \ egs and feet as in guard. 

WITHDRAWAL FROM SHORT THRUST ° ° 




Practice 

41. The principles of the two practices of Lesson I should 
be observed so far as they apply. By placing a disc on each of 
the dummies, the "short thrust" may be taught in conjunction 
with the "long thrust," the first disc being transfixed with the 
long, the second with the short thrust. On delivery of the 
"long thrust," if the left foot is forward, the "short thrust" 
would take place with the right foot forward, and vice sersa. 

"Fend off" will be practiced from the position of the "short 
thrust." 



Bayonet Training 
LESSON IV 



127 



The Jab 

42. From any position, carry the rifle to an almost vertical 
position, close to the body, the left hand against the stacking 
swivel, the right hand at the most convenient place above the 
rear sight; from this position jab the point of the bayonet 
upwards into the throat or other vulnerable part of the oppo- 




Fig. 114. 

nent's body by a quick and vigorous upward movement of the 
shoulders, stepping in if necessary. The feet should be well 
separated laterally and the knees bent (Fig. 114). 

Reasons 

The rifle is carried to an almost vertical position because 
the jab is used only in close fighting, and when embraced by 
an opponent, and will usually be made at the throat or armpit. 
The shoulders are used in making the jab in order to slip 
through the grasp of an opponent when he is pinning your 
arms to your side. The feet are well apart laterally and the 
knees bent in order to give a firmer base. 



128 Mass Physical Training 

Common Faults 

1. Rifle drawn backward and not held upright enough. 

2. Rifle grasped too low with the right hand. 

3. Doing all the work with the arms and not putting the 
whole body into it. 

4. Not pressing the rifle against the leg. 

5. Jab not vigorous enough and too high. 

From the "jab" position men will be practiced in fending 
off an attack made at any part of them. 

The "jab" is employed in close-quarter fighting in narrow 
trenches and when "embraced" by an opponent. 

After any move that carries the point beyond the enemy, if 
possible, come immediately to the short thrust or jab position; 
that is, keep your point between you and your enemy. 

LESSON V 
Methods of Injuring an Opponent 

43. It should be impressed upon the class that, although a 
man's "thrust" has missed or has been parried, or his bayonet 
has been broken, he can, as "attacker," still maintain his 
advantage by injuring his opponent with butt stroke or kick. 

In individual fighting the butt can also be used horizontally 
against the opponent's jaw, etc. This method is impossible in 
trench fighting or in an attack, owing to the horizontal sweep 
of the bayonet to the attacker's left. In many instances a kick 
to kneecap or crotch will aid the butt stroke. 

A butt stroke or kick will only temporarily disable an 
enemy, who must be immediately killed with the bayonet. 

It should be clearly understood that the butt must not be 
employed when it is possible to use the point of the bayo- 
net effectively. 

Trench or Vertical Butt Strokes 

44. Butt Stroke i : Swing up the butt at the opponent's 
crotch, ribs, forearm, etc., using a half-arm blow, advancing 
with the rear foot. 

Butt Stroke 2: If the opponent jumps back so that the 
first butt stroke misses, the rifle will come into a horizontal 



Bayonet Training 



129 




position over the left shoulder, butt leading. The attacker will 
then step in with the rear foot and dash the butt into his 
opponent's face. 

Butt Stroke 3: If the opponent retires still further 
out of distance, the attacker 
again closes up and slashes 
his bayonet down on the 
opponent's head or neck, the 
latter if he is wearing a steel 
helmet. In the event of 
missing, he will then be in 
the guard position. 

Butt Stroke 4: If the 
point is beaten or brought 
down, the butt can be used 
effectively by crashing it 
down on the opponent's head 
with an over-arm blow, ad- 
vancing the rear foot. When 
the opponent is out of dis- 
tance Butt Stroke 3 can again 
be used (Figs. 115A and B). 

Open Ground or Horizontal 
Butt Strokes 

45. Butt Stroke 1: Ad- 
vancing the rear foot, with 
a half -arm blow swing the 
butt up at opponent's jaw. 

Butt Stroke 2 : If the op- 
ponent jumps back so that 
the first stroke misses the 

rifle will come into a horizontal position over the left 
shoulder, butt leading. The attacker will then step in with 
the rear foot and slash the bayonet into opponent's face. 

If the opponent retires further out of distance, the attacker 
will now be in the guard position. 
9 



Fig. 115 A. 
VERTICAL BUTT STROKE NO. 1. 




Fig. 115 B. 
HORIZONTAL BUTT STROKE NO. 1. 



130 Mass Physical Training 

46. Butt Stroke 1 is essentially a half-arm blow from the 
shoulder, keeping the elbow rigid, and it can, therefore, be suc- 
cessfully employed only when the right hand is grasping the 
rifle at the small of the stock. 

47. Butt strokes can only be used in certain circumstances 
and positions, but if men acquire absolute control of their 
weapons under these conditions they will be able to adapt 
themselves to all other phases of in-fighting. For instance, 
when a man is gripped by an opponent so that neither the point 
nor the butt can be used, the knee, brought up against the 
crotch or the heel stamped on the instep, may momentarily 
disable him and make him release his hold. 

48. When the classes have been shown the methods of 
using the kick, the rifle butt, and the knee, they should be 
practiced on the stick, e.g., fix several discs on a dummy and 
make a thrust at one, use the knee on another fixed low down, 
jab a third, and so on. 

Light dummies should be used for practice with the butt, in 
order to avoid damage to it. 

49. Other methods of injuring an opponent, and special dis- 
arming methods are explained in the section on Hand-to-Hand 
Fighting (page 71). 

SUMMARY OF LESSONS 

50. Lesson 1:1. Short talk on use and spirit of bayonet. 

2. Explain vulnerable parts of body. 

3. Take class to withdrawal boards and show them the 
necessity for a strong jerk in withdrawing. Then let class 
practice same sharp jerk on withdrawal from dummy. 

4. Fall class in. Explain and cause them to take the usual 
formation for instruction. Demonstrate guard. Class prac- 
tices this while instructor corrects faults. 

5. Demonstrate high port from guard. Advancing in 
guard position short charge, quickening exercise. 

6. Demonstrate long thrust, getting full reach, withdrawal 
and return to guard. Class practice at will, slowly at first, then 
increasing speed, instructor correcting faults. Repeat at dum- 



Bayonet Training 131 

mies, advancing long thrust at dummies, slipping left hand up 
to withdraw. From now on all long thrusts will be made while 
advancing, the left hand being slipped up for the withdrawal. 

7. Thrusting at ring while advancing, hand slipped up for 
withdrawal as at dummies and either foot being brought up, 
if necessary, to obtain movement of the hand. First demon- 
strated by instructor; then done by the men, working in pairs, 
as master and pupil, and correcting each other's faults. 

8. Thrusting at hand, by signal. Same as 7. 
Lesson II. Parries. 9. Review Lesson I. 

10. Demonstrate parries. Have class execute; instructor 




Fig. 116. 
ATTACKING WITH TRAINING STICK 

correct errors. High and low parries, taught from trench 
and parapet. 

11. Master and pupil, parries by signal. 

12. Man with rifle parry thrust from training stick. Thrust 
made very slowly at first. 

13. With training stick, parry thrust made by charging 
opponent. 

Note. — Attacker starts at high port, then comes to guard, 
and when within about 5 feet of defender removes right or 
left hand, according to whether attack is made on left or right 
side (Fig. 116). 

14. At dummies — advance, parry stick, and thrust (training 
stick attached to dummy to represent enemy's weapon). 



132 Mass Physical Training 

Lesson III. Short Thrust. 15. Review previous lessons. 

16. Explain when used. Demonstrate at two dummies 
placed in suitable positions. (This should be done by instructor 
advancing, making long thrust, slipping left hand up and with- 
drawing. He is then in short-thrust position, and will deliver 
short thrust, advancing rear foot.) 

17. Advancing long thrust; withdraw, slipping up left hand; 
advancing, short thrust; withdraw, slipping up right hand 
under left. At hand by signal; at thrusting ring and at dummies. 

18. Fend off from short-thrust position. 
Lesson IV. Jab: 19. Review previous lessons. 

20. Explain when used. Demonstrate at dummies. (In- 
structor advances, makes long thrust, withdraws; makes short 
thrust, withdraws; lowers butt and from this position delivers 
jab, advancing rear foot, if necessary.) 

21. Advancing long thrust, short thrust, and jab by hand 
signal, at thrusting ring and at dummies. 

22. Fend off from jab position. 

Lesson V. Butt Strokes, etc. 23. Review previous lessons. 

24. Explain and demonstrate vertical and horizontal butt 
strokes, using dummies. 

25. Butt strokes practiced by hand signal, at padded end 
of training stick and at dummies. 

26. Toe to knee, heel to instep and knee to crotch, using 
padded end of stick. 

27. Demonstrate disarming tricks, bone-breaking holds, etc. 

51. Having completed the five lessons as above described, 
the recruit is ready to begin the assault training, reviewing each 
day, however, the movements of the recruit course. 

EXERCISES USED IN OBTAINING GOOD DIRECTION 
AND QUICKNESS 

Circle Exercises, Hand Parries, etc. 

52. (a) At the command "Form circle," the pupils, not 
more than ten in number, form in a circle, facing the trainer 
with an interval of about three paces, at the position of "guard," 



Bayonet Training 133 

bayonet scabbards on. The trainer thrusts in varying order 
with the training stick at the pupils, who "parry" from the 
position of "guard," "short guard," and "jab," and thrust or 
rush in and jab at trainer, who retires rapidly. 

(b) Face the pupils about: At a touch from the "training 
stick," the pupil whirls about and attacks the thrusting ring 
with the thrust or jab, as the distance between his point and 
the stick indicates. If the ring is holed, the withdrawal is 
made and the position of "guard" resumed. If the first effort 
is a miss, the pupil will come on with "short thrust" and 
"jab" until successful. 

If the trainer presents the padded end of the stick, the pupil 
makes butt stroke one at it. If this is a miss, he comes on with 
butt stroke two, etc., until he hits the padded end. As soon 
as he hits it he resumes the guard, facing out. To practice 
the pupil in all the butt strokes, the instructor jerks the 
stick away a short distance just before butt stroke one; hits 
it, causing the pupil to miss and come on with butt stroke 
two. Just before butt stroke two hits the stick, the trainer 
again jerks it away, causing the pupil to miss and come on 
with a slash. 

(c) Men in pairs, one with rifle in guard position, the other 
on either side offers the ring or padded end of the stick in vary- 
ing positions in both front and from behind. The man 
with the rifle attacks the stick as already laid down in 
paragraph (b). 

(d) To practice "long thrust," "short thrust," and "jab" 
against an opponent: 

One line of men, with bayonets and scabbards placed 
at the long thrusting distance before another line of men 
without arms. 

The armed men make a long thrust, stepping in; at a hand 
signal made by the unarmed men, the latter step back and with 
the other hand fend the thrust, grab and hold the bayonet to 
give the withdrawal the necessary resistance. At a second 
signal the attack is continued by the short thrust, stepping in, 



134 



Mass Physical Training 




the retreat and fend repeated. The two men, now being at 
close quarters, a signal for "jab" is made, the defender 
grabbing the bayonet and resisting the stroke. 

The fend should not 
be made with the hand 
indicating the point of 
attack. The signaling 
hand should remain in 
place as a point at which 
to aim. The signal 
should be made with the 
hand on the side of the 
body at which the attack 
is to be made. In this 
way the bayonet is 
quickly pushed outside 
the line of the body with 
the other hand. 

Wooden Rifles and 
Personal Combat 

53. The wooden rifle, 
like boxing and wrestling, 
introduces into the train- 
ing the most important 
element of personal con- 
tact, without which the 
true fighting spirit can- 
not be properly devel- 
oped. The work with the 
wooden rifles is very slow 
and easy at first, the men gradually working up speed until they 
come together at full tilt. Gloves, masks, and plastrons will 
always be worn, and the instructor is responsible for the pre- 
vention of serious accidents. Men begin this combat practice 
by both standing still; then one advanced at a walk, the other 
standing still; then both advancing at a walk; then one man 





Fig. 117. 
A, B, AND C.— DISENGAGE 



Bayonet Training 135 

running, the other standing still, and, finally, both men advanc- 
ing at a run. 

Disengage 

Drop the point of the bayonet slightly with the left hand 
and bring it up on the opposite side of the opponent's piece, 
coming in at the same time. The point should go forward about 
a foot in the act of passing under the enemy's rifle (Figs. 
117-A, B, and C). (Note: If the opponent's point is held 
low, bring your piece to the opposite side by passing it over 
his. This is the "Cut Over.") 

Combat Practice — Rushing 

54. Place two men 20 yards apart in the "guard" position. 
At signal, they charge each other. Unless a clean, hard hit is 
made in 20 seconds, they will be separated and a hit counted 
against each. Never allow men to fight for more than one hit 
in any assault. 

Occasionally require men to hold the piece at "short-guard." 
This compels in -fighting. 

If, during above rushing, there appear any of the following 
mistakes, fall out the responsible men and let the trainer work 
with them individually until they recover their form. All ten- 
dencies to wildness must be rigorously checked: 

(a) Flagrant loss of aim or balance. 

(b) Light tapping touches. 

(c) Hitting with the side of the bayonet. 

(d) Pushing with the rifle. 

(e) Useless parries or movements of the rifle. 

(f) Slowing up just before the shock. 

Rushing in Groups 

55. (1) Let one man receive the assault of two or three 
others, placed one behind the other at 10 or 15 paces distance. 

(2) Let one man receive the assault of two others at 6 
paces interval, converging upon his flank, at 20 paces. 

(3) Let one man receive the assault of two others at 6 paces 
interval, converging upon him as they come in. 



136 Mass Physical Training 

(4) Have men fight when one is in the trench and one on 
the parapet, and when both men are in a narrow trench. 

(5) Vary these formations in any way that may appear 
valuable and instructive. 

Team Fighting 

56. After the men have attained proficiency in individual 
combat, squad will be opposed to squad and platoon against 
platoon, as in the chapter on Assault Practice, men being sub- 
stituted for dummies. 

Trench Combat 

57. In trench combat, when you come to a turn in the 
trench, make a quick vault in the next sector of the trench. 
As you land in the next sector, have your rifle in the guard 
position (on the right side if the trench turned to the left, on 
the left side if it turned to the right), ready to beat your oppo- 
nent's weapon aside or make a quick thrust. There is nothing 
to be gained by looking first, and it insures your enemy being 
ready for you. If you come to a place alone where one trench 
enters another about at right angles, it is well to look first, as 
one man has no show if there is an enemy on each side of the 
entrance. If you find one side clear, vault in the other without 
delaying to look. If two men approach such a trench, say, 
through a communication trench, they approach as nearly on 
a line as the width of the trench will permit. One vaults to 
the right and the other to the left without stopping to find out 
first whether the trench is occupied. 

Assault Practice 

58. This must approximate as nearly as possible the condi- 
tions of actual fighting and is not to be undertaken until the 
men have received thorough preliminary training and have 
acquired complete control of their weapons. 

In any assault the attackers are necessarily subjected to 
severe physical exertion, as well as to a great nervous tension, 
while the defenders are comparatively fresh. Therefore, quick 



Bayonet Training 137 

aim and good direction with the bayonet when attacking, 
while moving rapidly or surmounting obstacles, accurate and 
vigorous delivery of the thrust, and clean, quick withdrawals 
are of the greatest importance, and need the same careful 
attention and constant practice as are devoted to obtaining 
efficiency with the rifle. 

In the assault practice the charge brings the man to the 
first trench in a comparatively exhausted condition, and the 
accuracy of the aim is tested by the disc, which can only be 
" carried " by a true and vigorous thrust and a clean withdrawal. 

For this practice the men should be made to begin the 
assault from a trench 6 or 7 feet deep, as well as from the open, 
and they should not cheer until close up to the "enemy." 

Trench System for Assault Practice 

59. A reproduction of a labyrinth of trenches, with dummies 
in the "dugouts" and shelters between the trenches, forms an 
excellent assault practice course. Assaults should be made 
from all four sides in order to give variety. The edges of the 
trenches should be protected by spars of baulks anchored back, 
otherwise constant use will soon wear them out. Cinders 
scattered over the course will prevent the men from slipping. 
If gallows cannot be erected, sack dummies should be placed 
on tripods or on end, as well as lying in trenches or on the 
parapet, with soft earth, free from stones, under them. 

Combined Tactics 

60. If a combined bullet and bayonet course is to be had, 
an ingenious instructor can arrange some very interesting and 
practical exercises by combining the tactics of the assault with 
those of other branches of infantry training. 

Training Soldiers Daily Practice 

61. One-half hour a day, on at least five days a week, should 
be devoted to the practice of bayonet fighting by trained sol- 
diers. By this daily practice accuracy of direction, quickness, 
arid strength are developed, and a soldier is accustomed to using 



138 Mass Physical Training 

the bayonet under conditions which approximate actual fight- 
ing. This half-hour will be given over largely to assault train- 
ing, the instructor, however, going back to a short review of 
any part of the recruit course whenever he deems it necessary. 
This practice includes: 

(a) Bayonet practice. 

(b) Individual combat. 

(c) Firing at moving, bobbing, and disappearing targets, 
and rapid fire. 

(d) Counter-charging. 

(e) Combination of musketry, bayonet, and grenade. 

TACTICS OF THE BAYONET COMBINED TRAINING 

62. It has already been said that the bayonet is one of the 
most important weapons of the infantry. Therefore, in order 
to arrive at the correct use of the bayonet, we must bear con- 
stantly in mind just what tasks the infantry is called upon to 
perform. The artillery, with its heavy, long-range guns, is 
largely responsible for the process of "digging in," but it cer- 
tainly cannot be expected to shoot the enemy out of position, 
once he is strongly entrenched. Only the infantry can gain 
ground, and, similarly, no position is lost until its defending 
infantry retires. 

The sound, well-established tactical principles of the em- 
ployment of infantry are today unchanged, but the present 
European War has changed somewhat the application of those 
principles. Two long opposing lines, with flanks absolutely 
secure, make any large enveloping movement impossible, and 
any attack, great or small, local or covering great areas, must 
be purely frontal. 

The underlying idea of all infantry tactics is to close with 
the enemy as soon as possible and with all the units well in 
hand. The ideal conditions would be those making possible a 
quiet, quick, and orderly advance without halting to open 
fire, but this is impossible with the highly developed weapons 
of today, and even though some of the attacking infantry man- 
aged to close with the enemy, there would be too few left for 



Bayonet Training 139 

a bayonet fight. Therefore, in order to make a successful 
assault, the infantry must move up under covering fire. To 
provide this protecting fire, it has equipped itself with the pistol, 
bayonet, and high-powered rifle, the 1-pounder, trench mortars, 
the effective hand and rifle grenades, and has called to its 
assistance its supporting arm— the artillery. The enemy, 
attempting to protect himself from the terrific fire that he 
knows will precede the infantry attack, has prepared deep 
dugouts and bombproofs, in which he often hides until the last 
possible minute. 

Despite the fact that all of the above preparations are 
simply to give the bayonet man a chance to use his weapon 
(and to kill as many of the enemy as possible while doing it), 
it follows that fire action is more important than shock action, 
for without the fire the shock would be impossible. Therefore, 
the bayonet men must know how to shoot their rifles and to 
cooperate with the machine gun, the grenade, and the artillery, 
and must be so formed that during the assault they can deliver 
an effective rifle fire, present a solid front to the enemy in the 
bayonet charge, and be close enough together to furnish mutual, 
moral and physical support. 

The wave attack that has been used so much in France was 
produced in order to furnish the greatest amount of mutual 
support among automatic riflemen, grenadiers, the 1-pounders, 
and riflemen, and at the same time to allow the greatest number 
of riflemen (bayonet men) to close with the enemy in the best 
formation possible. All of the conditions so far discussed make 
it imperative that the assaulting troops be perfectly organized, 
and that they follow their covering fire (barrage) as closely 
as possible. 

As indicated above, the defenders are forced to retire to 
their dugouts, where they may easily remain too long. An 
attack has the best chance of succeeding when it can meet the 
defenders emerging from their dugouts, but if the assaulting 
troops are met by the defenders on their own parapet, the 
assault will probably fail. Thus a few seconds will turn the 
scales, and for that reason the assault must keep moving for- 



140 Mass Physical Training 

ward. If firing is possible, it must be done from the shoulder 
or hip while advancing. The men must rise from the starting 
trench as one man and advance as one man. Thereafter the 
advance continues at a steady walk, except for the last 30 or 
40 yards before reaching each trench, when the line breaks into 
a slow double time, finishing up the last few yards at a run and 
without yelling. This favors the surprise element. Once in 
the enemy's trench, shock action is impossible, and it is merely 
a question of our ability and will to use the bayonet. 
|H The bayonet man, when working in the trenches with 
grenadiers, must cover their advance, prevent them from being 
rushed, and clear the way for further progress, never forgetting, 
in his desire to use the bayonet, that he is also master of the 
bullet. In the actual melee, however, the enemy must be killed 
with the bayonet, since the bullet would probably be as 
dangerous for friend as for foe. 

Darkness or surprise effect sometimes replaces the covering 
fire. Surprise is always of great assistance to the bayonet man, 
and at night all available cover can be easily used, but long, 
careful training and frequent rehearsals of the particular attack 
are necessary to prevent confusion during night operations. 

To sum up, the bayonet is only an offensive weapon, and its 
users must move over short distances straight up to the enemy's 
position and without halting to fire. All the other details of an 
assault are to give the bayonet man an opportunity to close with 
the enemy, and the success of an attack depends upon, first, 
whether or not sufficient men can reach the enemy, and, second, 
having closed with him, whether or not they are imbued with 
the spirit of the bayonet. 

Any number of excellent combined problems may be worked 
out. The following are some that will prove particularly inter- 
esting and instructive. In the solution of these problems a 
trench system must be had, umpires used, and often it will be 
necessary to arrange distinguishing marks for opposing sides: 

1. A detachment of Reds is ordered to attack a certain 
point in a quiet Blue front line trench and capture one or more 
prisoners. 



Bayonet Training 141 

2. The conduct of a Red detachment while driving a Blue 
detachment down Blue's communication trench to his second 
line trench. 

3. A Red patrol of bombers and bayonet men in No Man's 
Land at night unexpectedly encounters a Blue patrol. 

4. Reds have assaulted and taken a Blue position, and are 
engaged in consolidating it when Blues counter-attack: 

(a) Reds have plenty of ammunition. 

(b) Reds have no ammunition. 

Note: Reds may or may not have automatic rifle. 

5. Defending Reds to meet assaulting Blues with a 
counter-charge. 



CHAPTER X 

Physical Efficiency Tests 

The fact that a man passes the physical examination 
required for admission to the army indicates simply that he is 
good human material and suffers from no obvious physical 
handicap. 

The demands made by modern warfare for body control, 
agility, physical strength, and endurance are extremely severe. 
Every means should be employed to stimulate men to strive 
for a high standard of physical efficiency, and to maintain this 
high standard after it has been secured. 

Physical efficiency tests enable the Commanding Officer to 
secure information about the physical condition and ability of 
the individual recruit and of his rate of progress during training. 
They enable him also to check up on the condition of the 
trained soldier by periodical tests, and to grade platoons and 
companies by the use of charts showing the percentage of the 
membership of each outfit that has attained the various grades 
of physical efficiency. Such charts and contests encourage the 
spirit of competition among the units in the matter of physical 
efficiency and aid in the development of a healthy esprit 
de corps. 

The standard test is composed of five elements ; four simple 
events to test skill and ability in running, jumping, climbing 
and throwing, and a fifth event which is a combination of the 
foregoing. The test is simple, not only because the component 
parts represent the fundamentals of physical activity, but also 
because the test as a whole is easy to conduct with large num- 
bers. Events have been selected which will demonstrate to the 
commanding officer and to the recruit himself just how his 
physical ability compares with these standards. 

The events are: The 100-yard dash, the running broad 
jump, a fence climb, a grenade throw for distance and 
accuracy, and a run over a standard obstacle course. The 

142 



Physical Efficiency Tests 143 

minimum requirement for each of these tests is within the 
reach of the average man who is physically fit and who has 
had some athletic experience, or who has led an active life 
physically. The standards are: 

14 seconds for the 100 yards. 

12 feet for the running broad jump. 

Ability to climb an 8-foot smooth fence. 

30 yards for hand grenade throw. (Throw must land 
within a designated area 10 feet square.) 

30 seconds for obstacle course. 

These tests will be administered under three sets of condi- 
tions and the soldiers who qualify under each of these condi- 
tions will be graded accordingly. 

The third grade will be those men who pass the test in 
service uniform without blouse and without equipment. 

The second grade will be those men who qualify in service 
uniform without blouse, but carrying a rifle. 

The first grade will be those men who qualify in light march- 
ing equipment without blouse and carrying rifle, and who in 
addition meet the requirements outlined in "C b" below. 

RECOMMENDATIONS FOR THE USE OF TESTS 

A. Every recruit should be put through the physical effi- 
ciency test as soon as possible after enrollment. If he fails to 
pass the standards prescribed, he will be given a second test 
after one month's training. If he fails a second time to qualify 
in Grade 3, his training should be modified and intensified so as 
to correct the deficiencies. 

B. Those recruits who qualify in Grade 3 during the first 
month should be, after a month's training, put through the 
same test with the exception that each will carry a rifle to 
qualify in Grade 2. 

C. — a. Those who qualify in Grade 2 should at the end of the 
second month of training be put through the same tests in light 
marching outfit, without blouse, including rifle. Those who 
pass the tests under these conditions will be given credit I 
toward a First Grade physical certificate. 



144 Mass Physical Training 

b. During the third month of training the soldier will be 
required to demonstrate his knowledge of the bayonet drill, 
hand-to-hand fighting, and his ability to acquit himself credit- 
ably in a three-round bout of boxing. The boxing contest must 
not be judged alone by the ability displayed as an expert boxer, 
but much weight should be given to the fighting spirit, determi- 
nation, and willingness and ability to give and take punish- 
ment, which are displayed. 

METHODS OF CONDUCTING PHYSICAL EFFICIENCY TESTS 

1. For small units the men can be tested individually. 

2. For larger units (company or battalion) the testing 
can be done on a mass basis. The following methods are 
recommended : 

A. ioo-Yard Dash: The course should be marked off on 
the parade ground. At the finish line there should be four 
judges, two on each side. A stout rope should be laid on the 
finish line. The timer should fire a pistol at the termination of 
14 seconds, and at this signal the rope should be lifted by 
the two judges at each end. 

Those runners who have crossed the rope before it is 
lifted qualify; likewise, those who are caught back of the 
rope fail to qualify. The judges should be prepared to 
run down the track ten or fifteen yards in order to prevent 
injury to the men who are running hard and who are caught 
behind the rope. 

B. Running Broad Jump: The jumping pit should be at 
least fifteen feet wide, and a space seven feet wide should be 
dug up to a depth of at least six inches, beginning at a point 
eight feet beyond the take-off board. The pit should be wide 
enough to permit two or more men to jump at one time. It 
should have a 4" x 4" sunk level with the surface of the 
ground to serve as a take-off. The 12-foot distance should be 
marked by stakes driven into the ground on each side of the 
pit so that individual measurements will not have to be taken 
excepting in cases where the jump is very close. Jumper over- 
stepping take-off is disqualified. 



Physical Efficiency Tests 145 

C. The Fence Climb : The fence should be eight feet high, 
built of heavy boards so placed that there will be no cracks 
between them to afford finger or toe holds. The boards should 
be nailed against trees or against stout posts so as to give 
rigidity. The top edge of the top board should have the 
corners slightly rounded off so as to avoid injury to the hands. 
The fence should be as long as possible, so as to accommodate 
a large number of men at a given time. The ground on the 




Fig. 118. 

far side should be loosened up and the use of props and bars 
should be avoided on account of possible injury to men dis- 
mounting from fence (Fig. 118). 

D. The Grenade Throw : A base line from which the throws 
are made should be marked on the parade ground and a second 
line should be laid off parallel to and thirty yards in front of 
the base line to judge distance of throws. Another parallel 
line should be laid off ten feet beyond the 30-yard line. 
The space between the 30-yard line and the 10-foot line should 
be divided into sections 10 feet square, which will serve as 
targets. Each target will be given a number. The base line 
will be divided in 10-foot sections and will be given correspond- 

10 



146 



Mass Physical Training 



ing numbers so as to indicate clearly at which target each man 
is to throw. The lines required may be made of whitewash or 
indicated by furrows scratched into the ground, or by ropes. 
(See diagram below.) 

E. ioo-Yard Obstacle Race : Course arranged as indicated 
below. Sprint 10 yards to a 3-foot hurdle; sprint 15 yards to 
a smooth-wire entanglement 10 feet wide. (Arms must be 
folded while crossing entanglement. Hands may not be 





GRBKADE THROWING 


COURSE. 




10 ft. 


Targets, 




1 


2 


3 


4 


5 


6 


7 


8 



30 Yard Line, 



I I I I I I I I I Base Line, 

used. Fig. 119.) Sprint 15 yards to a ramp 5 feet high 
immediately joining which is a trench 10 feet wide and 3 feet 
deep; sprint 15 yards to plank bridges 1 foot wide (over a 
shallow trench 20 feet wide) (Fig. 120). Sprint 15 yards to an 
8-foot smooth faced fence; sprint to finish (see Fig. 118). 



METHOD OF CHARTING THE PHYSICAL EFFICIENCY 

OF A UNIT 

i. Recruit Units (Classes 3 and 2): The number who 
qualify in a given event divided by the total strength of the 
unit gives the percentage of efficiency of a unit in that event. 

The average of the percentages in the five events gives the 



Physical Efficiency Tests 



147 



physical rating for the unit in either the third or second grade 
according to the conditions under which the events were 
performed. 




Fig. 119. 



2. Trained Units (Class 1) : The rating of a unit on the 
basis of the full test will be found by dividing the total number 
of men who qualify in the five events by the total strength of 




Fig. 120. 

the unit under the conditions laid down for the Grade 1 test. 
No man's performance in the Grade 1 test shall be counted 
until after he has satisfied the requirements stated in paragraph 
"C-b" on page 144. 



148 



Mass Physical Training 



RECORD CHART 

PHYSICAL EFFICIENCY TESTS 



Date 



GRADE 3 (or 2) 



Number of Men who Qualify in Each Event and the Percentage of the Total 

Strength of Unit 



Unit 


Strength 
of Unit 


100 

Yards 


Running 
Broad 
Jump 


Fence 
Climb 


Obstacle 
Race 


Grenade 
Throw 


Efficiency 
Rating 
of Unit 


Co. B 


250 


110-44% 


83-33.2% 


190-76% 


93-37.2% 


168-67.2% 


51.52% 


Co.D 


























1 



















RECORD CHART 

PHYSICAL EFFICIENCY TESTS 



Date 



GRADE 1 



Number of Men Who Qualify in Each Event and the Percentage of the Total 

Strength of Unit 



Unit 


Strength 
of Unit 


Bayonet 
Drill 


Hand-to-Hand 
Fighting 


Boxing 
Bout 


Athletic 
Events in 

Physical 

Efficiency 

Test 


Efficiency 

Rating of 

Unit 


Co. B 


248 


Pass 


Pass 


Satisfactory 


110 men 


47.58% 













































CHAPTER XI 

Group Games and Mass Athletics 

Note: This Section supplements Section VI, pages 35 to 
39 which describes selected games that are adapted for use as 
a part of the formal work in a drill period. 

CLASS 2. GAMES ADAPTED FOR USE IN THE SUPERVISED 
ATHLETIC PERIOD 

The supervised athletic period should be a part of each 
day's program. When possible, this period should come so that 
it will end not less than one-half hour before retreat. This will 
permit the men to go directly to the showers, which makes a 
desirable finish for the work. 

The physical training officer should constantly keep in mind 
that the prime purpose of the supervised athletic period is to 
give the soldier the educational value of participating in dif- 
ferent types of athletic contests. The recreational value is 
inherent in such activities and will be realized in any well 
conducted program. 

Group games may be organized, using platoon or even the 
whole company as a basis. The war strength of these units, 
however, is too large for effective use in many of the games. 
Better results can be obtained by dividing the unit into squads 
of ten to thirty men each, according to the type of game 
selected. Generally speaking, twenty men to a team or group, 
as the case may be, is the number that will give the most satis- 
factory results. Several of the games may be played with as 
many as forty or fifty men participating as a unit. A trained 
officer with non-commissioned officer assistants can handle 
successfully from ten to fifteen sections at a time. 

In supervising games, the physical training officer should 
place a non-commissioned officer in charge of each team to act 
as a leader. The leaders act as directors and coaches and are 

149 



150 Mass Physical Training 

responsible for the fair play of their teams. The leaders should 
stimulate enthusiasm and effort rather than take part actively. 

Where there are two or more groups engaged, the most 
practical way of teaching a new game is to arrange them about 
the playing field in the formation needed to play the game and 
then demonstrate fully with one of the central groups so that 
all of the men as well as the group leaders can see. 

Certain considerations must be observed by the officer who 
wishes to use athletic games as a part of the formal drill pro- 
gram or during the supervised athletic period, in order to secure 
the best results. For example: 

1 . He should never attempt to put on a game with which he 
is not entirely familiar. 

2. He should be sure that any equipment needed is on hand 
and available for immediate use. 

3. Nothing is more conducive to successful work than fore- 
sight and intelligent preparation, and orderly, business- 
like conduct. 

4. In starting a new game, be clear, talk little; demonstrate. 

5. Insist on fair play — enforce the rules. 

6. Develop the spirit of competition. 

7. Put "pep" into the games — make them snappy. Keep 
them going. 

8. No man should be allowed to drop out without permission. 

9. To get the best results there must be discipline and 
good order. 

10. Men finishing a relay race or falling out of an elimina- 
tion contest should immediately reform in some formation. 
Keep order. 

11. Do not let a game drag out. Stop it while the men 
still want more. 

12. There are obvious variations which can be intro- 
duced in many of the games. These variations should be 
used from time to time in order to keep up the interest and 
enthusiasm. 

13. With a reasonable injection of enthusiasm any game 
can be conducted successfully. 



Group Games 



151 



TAG GAMES 

(In all tag games the playing area should be limited to about 
100 feet square, or less, varying with the size of the group.) 

10. Hook Arm Tag. No Equipment Needed. Formation: 
Circle facing in. Players are paired, inside arms hooked at 
elbows, outside hands on hips. Two men in center; one is 
"It." The other is being chased by "It." The chased man 
runs about the circle either inside or out, and may hook the 
elbow of any player; thus making a line of three, and the out- 




Fig. 121. 



side man of the original pair becomes the man chased. If "It" 
tags man chased he then becomes the chased one, and the one 
tagged becomes "It" and game continues (Fig. 121). 

ii. Fence Tag. No Equipment Needed : Played only where 
there is a fence, trench, narrow creek, or something that may 
serve as a good dividing line. Played as ordinary tag except 
that "It" must be on same side of obstacle as man he tags. 
A man may not be tagged while he is crossing the obstacle, but 
the man pursued may not "roost on the fence" to evade "It." 

12. Three Deep. No Equipment Needed, Formation: 
Double circle facing in; the outside circle covering off the inside 
circle. Each pair should be six feet apart. One man is "It." 
"It" chases another man, who may jump in front of any one 



152 



Mass Physical Training 



of the men in the inside circle. He is then safe. The player in 
the rear of the one he jumped in front of is then the third 
party and "It" must chase him. The player being chased and 
"It" must keep on the outside of the circle except when jump- 
ing in front of player in inside circle. Player when tagged 
becomes "It," and must chase the one who tagged him. 

13. Team Tag. No Equipment Needed. Formation: 
Players scattered promiscuously within prescribed area. At 
signal, the player who is "It" chases runners. When "It" 
tags a runner the latter joins hands with him and the pair chase 
the runners. Runners tagged join either end of the line. Only 




Fig. 122. 



players on the end of the line can tag. Game continues until 
all are tagged. Players running out of bounds join the "It" 
line (Eig. 122). 

/14. Mount Tag. No Equipment Needed. Formation: 
Players scattered promiscuously within playing area 100 feet 
square. Played as ordinary tag except a man is immune to 
tagging if he is mounted on some other player or some 
player is mounted on him. More than one may mount the 
same man. 

15. Nest Tag. No Equipment Needed. Formation: 
Double circle; outside circle facing in; inside circle facing out, 
covering off outside circle. Players opposite each other hold 
hands forming a basket. One man is "It." He chases another 
man who may duck under the arms of any pair of men about 



Group Games 153 

the circle. The player being chased may face either man upon 
rising between the arms. The player at his back releases hands 
and becomes the party chased. The man in front takes the 
hands of the new man forming the basket. If the chased man 
is tagged he becomes "It" and chases the other man. 

1 6. Maze Tag. No Equipment Needed. Formation: 
From a column of squads have players extend to left and right 
until hands just touch when lifted to sides. Have the group 
right face and extend as before. Two players are placed at 
side of group — one is "It" and the other chased by "It." The 
game leader l:as the players raise hands to sides and hold them 
there. He then calls "Left Face," "Right Face," etc., at will. 
"It" and the party he is chasing stay in lanes formed by 
raised hands. If "It" tags runner the two reverse positions. 
Change players for "It" and runner, often. 

17. Cross Tag. No Equipment Needed. Formation: 
Players scattered promiscuously within prescribed area. 
Played like ordinary tag with the exception that anyone cross- 
ing between the runner and "It" becomes the runner. If 
"It" tags the runner, "It" becomes the man chased. 

18. Hit-the-spot Tag. No Equipment Needed. Forma- 
tion: Players scattered promiscuously within a prescribed 
area. Played like ordinary tag with the exception that every 
player, including "It," tagged must hold one hand on the part 
of his body where the last man tagged was touched. 

19. Crossing No Man's Land. No Equipment Needed. 
Formation: Single line. Played by any number of players 
from ten to a battalion. Playing space between two parallel 
lines about 25 yards apart. "It" takes position in center of 
playing area. At signal all players charge to the opposite line. 
All players tagged immediately become "It." Those not 
tagged try to charge back to the opposite base. Game con- 
tinues until all have been tagged. 

Note: At discretion of officer in charge the "Its" may 
be required to catch and hold men momentarily. When the 
game is played in this way men should not be allowed to grasp 
the clothing. 



154 Mass Physical Training 

CIRCLE GAMES 

20. Bull in the Ring. No Equipment Needed. Formation: 
Group forms in a circle holding hands. One man who is termed 
the "Bull," is placed in the center. If there are more than 
twenty men in the ring have two "Bulls." The "Bull" tries 
to break out by charging the ring so the clasped hands are 
forced apart. If the "Bull" gets out the players try to catch 
him. Player successful in catching the "Bull" becomes "Bull" 
and game continues. 

21. Cat and Mouse. No Equipment Needed. Formation: 
Circle, holding hands. "It" or the "Cat" is inside and the 
"Mouse" is outside of the circle. At signal "It" attempts to 
tag the "Mouse." If he does the player in the circle nearest 
the point of tagging becomes the "Mouse" and the original 
"Mouse" becomes "It." The men in the circle should attempt 
to prevent "It" from getting outside of circle to tag the 
"Mouse." If he does break through let the "Mouse" in and 
keep the "Cat" out. "Cat" and "Mouse" should be replaced 
by players from the circle frequently. 

_ 22. Milling the Man. No Equipment Needed. Forma- 
tion: Groups of about fifteen men form small circle sitting 
close together facing in. One man is "It " in circle. With arms 
to sides he stiffens his body and simulates a dead man falling; 
men in circle prevent his falling to ground, pushing him back 
and forth. If he falls, the man responsible becomes "It." 
Body must be kept rigid to get best results (Fig. 123). 
^ 23. Swa^o-Right, Equipment Needed: One or more soft 

^ swatters. Formation: Circle, facing in, shoulder to shoulder, 
hands behind back. One man, carrying swatter, runs around 
outside of circle and places the swatter in someone's hand. 
The man receiving it immediately hits the man at his right. 
The man who is hit runs around the circle until he is back to 
his starting position. The player with the swatter follows 
runner and swats him until he is in position. The player with 
the swatter then runs on and places the swatter in some other 
player's hand. The game can be varied by the use of two or 
more swatters simultaneously. 



Group Games 



155 



«•> 24. Slap Jack. No Equipment Needed. Formation: 
Circle. "It" runs around the outside of the circle and slaps 
any one of the men on the back. The man slapped becomes 
"It." He chases the man who slapped him in the reverse 
direction around the circle. If "It" touches the man chased 
before he gets back to the gap, the chased man becomes "It" 
again. If not, "It" slaps someone else on the back, etc. 




Fig. 123. 

25. Jumping Circle. Equipment Needed: Light rope 
about 15 feet long with soft weight on one end. Formation: 
Circle about twenty feet in diameter. One player stands in 
center holding a light rope with a soft weight on one end. 
Player in center swings weight around about knee high so that 
players in circle have to jump it. Players who fail to jump 
drop out of circle. Continue elimination until entire group is 
put out. The last man out is the winner. 

26. Circle Tag. No Equipment Needed. Formation: 
Draw a circle about four feet in diameter on the ground. 
Players form a ring facing in about circle with arms about 
shoulders. At signal the players attempt to draw other players 



156 Mass Physical Training 

into circle. Any player who steps into circle withdraws from 
game. Game continues until one man is left. 

27. Six-Day Bicycle Race. Equipment Needed: Four 
sticks for corner posts. Stake off field at four corners so that 
running about stakes will represent a track. Players are 
paired off — each pair representing a team. Players line up 
across track after drawing for places. At signal, one player 
mounts hips of his partner who runs forward around track. 
Players may exchange places (as rider and horse) at will, and 
as often as they like. Race may be made two laps, three laps, 
four laps or more in length, depending on the distance around 
the track. Two hundred yards represents a good race. 

28. Circle Race. No Equipment Needed. Formation: 
Players distributed around a track equal distance apart (ten 
or thirty feet varying with the number playing). At signal 
each player runs forward trying to pass on the outside of the 
runner next in front of him, tagging as he passes. Any player 
tagged in this way drops out of the race. The tagger runs 
forward to tag the man next to his front, etc. Race continues 
until all are out but one. 

MISCELLANEOUS CONTESTS 

29. Follow the Leader. No Equipment Needed. Forma- 
tion: Column of files. Place someone who is more or less 
athletic in the lead. He starts off at a dog trot, the men fol- 
lowing. The leader undertakes any reasonable hazard he can 
find, such as jumping ditches, vaulting fences, clambering over 
tree limbs, etc. Men who fail to do anything that the leader 
sets drop out. If the leader fails on anything he attempts he 
is forced to withdraw. Only one attempt is allowed at a hazard. 
Game continues until all are out but one. The officer in charge 
should change leaders occasionally. 

— 30. Lock Step Race. No Equipment Needed. Formation: 
Column of files. Front rank runs against rear rank. Men 
close in and put their arms around the waist of the man ahead. 
At the blast of the whistle the men run 50 yards without 
breaking rank. 



Group Games 



157 








Fig. 124. 



31. Caterpillar Race. Equipment Needed: As many 
(tent) poles 12 feet long and lj^-foot thick as there are squads 
in company. Each squad will straddle the pole and grasp it 
with both hands. No. 1 of each squad on starting mark. At 
starting signal, each squad will run to finish line which should 
be about 75 yards away. Any man letting go of pole with 
either hand disqualifies his squad (Fig. 124). 

32. Rope Tug of War. 
Equipment Needed: 
One l^-inch rope (60 
to 150 feet) varying in 
length with number 
competing. Forma- 
tion: Competing pla- 
toons line up facing 
the center along the 
rope. A handkerchief 
or piece of adhesive 
tape should be securely 

wrapped around middle of rope. A well defined line should 
be marked parallel to starting line and 6 feet from it on 
either side. The rope should be laid on the ground with 
the middle tape on the starting line. All contestants stand 
along rope not nearer than 8 feet to center tape, with 
hands raised over their heads, thumbs locked. At start- 
ing signal men pick up rope and pull. Team pulling middle 
of rope over its own 6-foot line wins. If neither team has 
pulled middle of rope over its 6-foot line at expiration of 
three minutes the team having middle of rope on its side 
of starting line wins. No knots or loops may be made in 
the rope excepting that the anchor (end man) on either 
team may wrap rope around his body. Holes may not be 
dug in ground with feet or otherwise until after starting 
signal is given (Fig. 125). 

Note: In competitive meets, team winning two out of 
three pulls wins the match. 

33. Go To It. Equipment Needed: One tug of war rope. 



158 



Mass Physical Training 



Formation: Front rank facing rear rank. A well defined 
separating line should be drawn between the two ranks. Rope 
should be held over separating line by members of teams, both 
hands upon the rope. At the signal to start opposing teams 
endeavor to pull the rope over separating line. Each team is 
allowed to hold in reserve any number of its men. The mem- 
bers of this group can be thrown into the struggle at any point 
to strengthen the line. Time of pull should be limited to two 




&:&■ 



; : M-\':': 



Fig. 125. 



minutes. At finishing signal all contestants "halt in their 
tracks" and stand still until judge of event has declared the 
winner. Team having most men on its side of starting 
line wins. 

34. Pull into Trench. No Equipment Needed. Forma- 
tion: Front rank facing rear rank. A well defined line should 
be drawn between the two ranks. Each man must keep one 
foot in contact with the separating line until starting signal is 
sounded. Upon signal the men seize an opponent and try to 
pull him across the line. The team with the largest number 
of prisoners on its side of separating line at end of designated 
time limit wins. (Duration of each period should be about 
one minute. Sleeves should be rolled up.) 



Group GJa m e s 



159 



35. Mass Cross-Country Running. (Company or Battal- 
ion.) No Equipment Needed. Formation: Any. Men run 
over a well-marked course. In marking course care should be 
taken to avoid land under cultivation. Scoring: Over courses 
of one mile, team having most men to finish within one minute 




Fig. 126. 
2800 MEN STARTING IN A REGIMENTAL CROSS-COUNTRY RACE 



of first man wins. In two- and three-mile runs, team having 
most men to finish within two and three minutes respectively of 
first man wins, etc. 

Note: Other methods of scoring are: (1) Team having a 
certain number of its men to finish first wins. (2) Team 
having most men to finish within a certain period from the 
start of the race wins (Fig. 126). 

36. Heads or Tails. Equipment Needed: Coin. Forma- 
tion : Two lines back to back. The one line is named "Heads " 
and the other "Tails." Leader tosses coin into the air and 



160 Mass Physical Training 

calls whichever it falls. If "Heads" comes up or is called all 
"Heads" run to safety point, which should be about thirty 
feet away. The "Tails" attempt to catch them before they 
reach the safety point. Players caught join the team catching 
them. Team having the largest number of players at end of 
game wins. See diagram illustrating formation: 

Safety 

Line 

Teams 

Back ooooooooooooooooooooooooooooo ~ T , 

(J Leader 
to ooooooooooooooooooooooooooooo 



Back 



Safety 
Line 



37. Heavy Marching Order Contest: Contestants will 
have roll made up of blanket, poncho, shelter half, and will 
wear belt, scabbard and bayonet, and carry rifle. Contestants, 
under directing judges, will march to a starting line where they 
will remove their equipment, run 50 yards around a stake, 
return to the starting line, put on equipment, and stand 
at attention. 

38. Tool Wagon Race: Wagons start on signal and place 
tools every 10 yards on the ground in specified order, drive 
around a stake, return and pick up tools placing them in 
proper order on the wagons, and finish at the starting mark 
for inspection. 

39. Comedy Obstacle Race. Equipment Needed: De- 
pending upon race as planned. Race can be any distance 
desired and may be somewhat as follows: Short sprint, crawl 
through barrel open at both ends, sprint, then through three 
hoops one at a time, sprint, then under a canvas flat on the 
ground, sprint, then through a sack open at both ends, and 
then sprint to finish. A race can be modified so that natural 
obstacles can be included in the course. 



Group Games 161 

BALL GAMES 

40. Soak About. Equipment Needed: Any soft ball 
(used tennis ball). Formation: Scattered in playing area 
about 40 feet square. Each player is given a number. Players 
close in about the ball. When a player's number is called, all 
others run away and he attempts to hit someone with the ball 
from where he stands. Any player hit is permitted to throw the 
ball (from the point where he picks up the ball) at some one 
else. Any player failing to hit someone on his throw is charged 
with a "hit." The ball is then placed in the center and the 
last thrower (the last man charged with a hit) calls the next 
number. Penalty for stepping out of the prescribed area is 
one "hit." A player getting three "hits" has to crawl through 
the legs of the group lined up and gets paddled. 

41. Medicine Ball Gap Throw. Equipment Needed: 
Medicine ball and two ropes. Formation: Two ropes are 
placed parallel about twenty feet apart. Men are arranged in 
column leading to one rope. First player hurls ball across 
intervening gap. Style of throw should be stipulated before 
the beginning of the contest. All must throw alike. The 
other players follow until all have thrown. Gap is widened. 
Players throw again. Players failing to make a successful 
throw are eliminated. Elimination continues until winner is 
decided. Only one throw is allowed at each distance. 

42. Dodge Ball. Equipment Needed: Medicine balls. 
Formation: Circle, facing in, players four feet apart. Other 
team gathers inside the circle. Team forming the circle has 
medicine balls (all that are available; any other type of balls 
may be used) and attempts to hit players of team inside. The 
players hit drop out. The time it takes to force the entire 
center team out is recorded. The teams then exchange places 
and repeat, taking time again. The team taking the shortest 
time to put opponent's team out wins. 

43. Mount Ball. Equipment Needed: Any ball similar to 
a basket-ball. Formation: Double circle, facing in; players of 
inside circle four feet apart, outside circle covering off inside 

11 



162 



Mass Physical Training 



circle. Outside circle are "riders," inside circle are "horses." 
Riders mount on hips of horses. Horses must hold riders 
firmly. Riders pass medicine ball about; horses endeavor to 
make riders drop ball. Horses must stay in place (shaking, 
sidestepping, wriggling, etc., are methods which may be used 
to make riders drop ball) . Horses become riders and all riders 
become horses whenever any rider drops the ball. Heavy men 
should be paired together in this game (Fig. 127). 




Fig. 127. 

44. Ball Tag. Equipment Needed : Medicine ball. For- 
mation: Single circle facing in, players four feet apart. If 
less than sixteen players, one man is "It" in center. If more 
than sixteen, there should be two "Its." Players in the circle 
pass a medicine ball about. "It" tries to touch the ball; if he 
does the player in the circle responsible for his touching it 
changes places with him and becomes "It." 

45. Cage Ball. Equipment Needed: Cage ball, 2 Goals. 
Cage Ball is a game for large groups. As many as 400 men 
can play at one time. It is not essential to have large groups 
for as few as 20 players on a side make a good match. Fifty 
to 100 to a team makes the best match, however. 



Group Games 163 

1. The playing field is 140 feet long and 100 feet wide. The 
cages, one at either end of the field, are 10 feet above the 
ground, 30 feet long, and about 4 to 6 feet wide. These cages 
(or goals) are erected 10 feet inside the goal line. 

2. To start the game the ball is placed in the middle of the 
field and the two teams are lined up facing each other about 
20 feet apart. The referee then explains the few important rules 
to each team. The two captains advance to the center of the 
field and take hold of the ball. When the referee blows the 
whistle the game begins; the two captains may struggle for the 
possession of the ball and the two teams rush for the ball. The 
object of the game is to get the ball into the opponent's cage, 
by batting, punching, or throwing it. 

3. Players are not allowed to kick or run with the ball, 
crowd or shove when the ball is on the ground, or touching the 
cage. (Penalty for breach of these rules : The ball is given to 
the offended team 30 feet from, and directly in front of, the 
opponent's cage. The penalized team may line up 10 feet in 
front of the ball. The referee's whistle starts the game from 
this position.) 

4. When the ball goes out of bounds, play need not stop 
unless the referee thinks that it is too far away to make scoring 
possible. When the referee decides that the ball is too far 
away from the playing field, he brings it in to the side line 
and throws it into the air 20 feet inside the line. Four assistant 
umpires may stand on the boundary lines of the field and decide 
all plays when the ball goes out of the field proper. 

5. One point is scored for each goal. The game lasts for 
one period of 30 minutes unless otherwise agreed upon. 

46. Mass Soccer Football: Soccer football, when played 
properly, according to the rules, requires much the same team 
work and passing as basket-ball except that the ball is kicked 
and advanced by the use of the feet, body and head, rather 
than by the hands as in the case of basket-ball. However, 
when the time for practice is limited, and when it is desired 
that large groups of men play, it is advisable to do away with 
all rules except the following: 



164 Mass Physical Training 

1. No player except the goal tender should be allowed to 
pick up the ball, carry it, throw it or hold it in his hands or arms. 

2. No player should be allowed to kick, trip, hold, or rough 
another player at any time. (For a breach of these rules the 
offender is put out of the game and his team penalized by 
giving the ball to his opponents for a free kick at the point 
where the offense was committed.) 

Size of Field, etc.: The best sized soccer field is about 
60 yards wide and 110 yards long. The goal posts, erected in 
the ends of the field, are 24 feet apart and the cross bar 8 feet 
above the ground. But the game can be played without goal 
posts, scoring in this case when ball goes over end lines. 

Number of Players on Team : Twenty -five or more men 
on each side make a good game. The players on one side roll 
up their sleeves. For convenience these are named "whites," 
while those with their sleeves down are named "browns;" or one 
side can take their shirts off and the other side leave them on. 

The game is begun by the winner of the toss choosing the 
goal and kicking the ball from the ground from the middle of 
the field. After the kick-off players may move anywhere on 
the field and are eligible to play the ball. After a score the 
ball is kicked off by the losers from the center of the field. 

To score a goal, where goals are erected, the ball must pass 
under the cross bar between the uprights. This counts five. 
If the ball goes over the end line outside the goal it counts one. 

When the ball goes out of bounds, that is, across the side 
lines, the first player recovering it may put it in play again by 
kicking it from the point where it went out. Player putting 
ball in play again from out of bounds is not permitted to kick 
it over goal line for a goal. 

Note: From 100 to 500 men may participate in a game 
at one time by the simultaneous use of from four to eight 
balls (depending upon the number playing). Any ball which 
crosses a goal line is immediately dead and out of play. The 
game continues until all the balls are dead and out of play. 
The team scoring the largest aggregate number of points wins. 
There should be a referee for each ball. 



Group Games 165 

47. Medicine Ball Soccer. Equipment Needed : Medicine 
ball. Formation: Two teams line up on opposite sides of a 
field about 50 feet square. A medicine ball is placed in the 
middle of the field. At signal both teams rush toward the ball, 
each team attempting to kick the ball across the opponent's 
goal line. Each goal counts one point. After each goal the 
ball is put in play in the center of the field. Game lasts ten 
minutes or an}^ other length of time that the physical training 
officer may set. The use of hands or arms in pushing or block- 
ing is forbidden. Rough tactics are prohibited. 

48. Volley Ball. Court: The playing surface is not more 
than 35 feet wide and 60 feet long. A net is stretched across 
the entire width of the court at the middle. The top of the 
net is 8 feet from the ground. Number of Players: Team 
may consist of twenty or more players. Twelve to a side 
makes a good number. The two teams line up on opposite 
sides of the court facing each other. A coin is tossed. The 
winner of the toss "serves" the ball. The object of the game 
is to volley the ball over the net to your opponents, so that it 
will hit the ground inside their court. If the side serving lands 
the ball safely within opponents' court; or if, after making a 
legitimate serve, its opponent fails to return the ball legiti- 
mately, one point is scored for the side serving. Only the team 
serving can score. If the team serving fails to land the ball 
in opponent's court, or if it fails to legitimately return the ball 
to the opponent's court, the side serving loses its serve and the 
other team serves. The player serving continues to serve until 
his team loses the serve. When his team again gets the serve, 
some other player will serve. Each player must take his turn 
serving. The ball may be batted with one or both hands, but 
it must not touch the ground or go out of bounds. The ball 
may be played by any number of players before being batted 
over the net but no player shall play the ball twice in succession. 
A ball served into a net counts against the server. Any other 
ball may be played off of the net. No player shall dribble the 
ball, hold it, catch it, or reach over the net to strike the ball. 
The first team to score 15 points is the winner. 



166 



Mass Physical Training 



49. Push Ball. Equipment Needed: Push Ball. Any 
number from 10 to 1000 can play on a side in push ball, but the 
best game results when the teams are composed of 25 to 50 
players. There are very few rules to be observed. Rough and 
unsportsmanlike playing should be barred. Kicking, kneeing, 
striking, hitting an opponent, or stepping on him when he is 
down, are tactics which are against the spirit of the game. The 
playing fields may be anywhere from 50 to 100 yards square. 
At the start of the game the two teams are lined up opposite 
each other about 20 yards away from the ball. The ball is 
in the center of the field. At the referee's signal the teams rush 
at the ball and try to push it over the goal lines of their oppo- 
nents. Each goal counts one point. After each goal the ball is 
put in play as at the beginning of the game. When the ball 
goes out of bounds over the side lines, it is brought to the middle 
of the field, opposite to the point where it went out, and is put 
in play by lining the two teams up facing each other at a dis- 
tance of about 20 yards from the ball. The best length for 
the game is two periods of five minutes each, with the teams 
changing goals at the end of the first period. Time should be 
taken out for all periods during which the ball is not actually 
in play (Fig. 128). 




Fig. 128. 



Group Games 167 

SHUTTLE RELAY COMPETITIONS 

Large numbers of men can be easily and quickly put through 
track and field events by using the shuttle relay method. 
Although necessity for timing and measurements is eliminated, 
all of the elements of competition are still maintained. 

It is desirable that the last competitor of each team should 
be indicated in some well-defined way, as by wearing no shirt, 
or a white undershirt only, a white band around the shoulder 
or a handkerchief securely tied around head or arm. 

Most common of the shuttle events are : 

i. Runs 2. Jumps 

50. The dashes (50, 100, 53. Standing broad jump. 

220 yards). 54. Running broad jump. 

51. Hurdle. 55. Standing hop, step and 

52. Obstacle. jump. 

66. Rescue (carrying another 5Q. Running hop, step and 

person). (Detailed de- jump. 

scription on page 172.) 57. Three standing broad 
77. Bayonet hat. (Detailed jumps. 

description on page 175.) 58. Hopping. 

3. Throws 

59. Shot put. 

60. Baseball throws. 

61. Medicine ball (1 hand, 

2 hands) . 

Formation for Shuttle Events: The teams are arranged 
in columns about 5 yards apart. Each of the columns con- 
stitutes a team and should be made up of an equal number 
of men. From two to sixteen (or even more) teams may take 
part simultaneously; however, four to eight is the most satis- 
factory number. 

In the shuttle runs one-half of each team remains at the 
starting line while the other half is marched beyond a designated 
line and faced about. The distance between this designated 
line and the starting line is the length of the race. 



168 Mass Physical Training 

The leading member of each team at the starting line has 
baton (belt or handkerchief) in his hand. At starting signal 
he runs forward to the other half of his team, handing 
baton to the leading member. This receiver carries it back 
to the starting line. The baton is thus shuttled back and 
forth until the last man has run. No runner is permitted to 
cross the starting line, which he is toeing, until he actually 
receives the baton. After each man finishes the run he 
immediately falls in line at the foot of the column. The team 
finishing first wins. 

Note : A modification of the foregoing is to have every 
member of the competing teams in column formation behind 
the starting line. Each competitor runs to or around a given 
point and returns to the starting line, where he hands baton 
to next competitor. 

In the jumping and throwing events the competing teams 
should be paired and the competition conducted in elimination 
tournament fashion. A base line is established. The two com- 
peting teams line up on opposite sides of and facing this line. 
The leading man of Team A is toeing the base line. The lead- 
ing man of Team B is some distance in front of the base line; 
the amount of this distance depending upon the event. No. 1 
of Team A makes his jump (or throw) from the base line. 
No. 1 of Team B executes a return jump (or throw) using as 
his starting line the rear (one nearest base line) heel mark of the 
first jumper. No. 2 of Team A then jumps back (or throws) 
from the mark made by No. 1 of Team B. Teams alternate 
jumping (or throwing) in this way until every man has par- 
ticipated. If the last man of Team B jumps (or throws) beyond 
the original base line, Team B wins; or if his jump (or throw) 
falls short, Team A wins. Any competitor who oversteps his 
base line in jumping or throwing is penalized twice the dis- 
tance that he overstepped the line; i.e., his mark is brought 
back that distance. 

Note : The following charts illustrate the above forma- 
tions : 



Group Games 



169 



SHUTTLE RUNS FORMATION 



Team i 

(even 

numbers' 

16 

14 

12 

10 

8 
6 
4 

9. 



Team 2 

(even 
numbers) 
16 
14 
12 
10 

8 

6 

4 

2 



Team 3 

(even 

numbers) 

16 

14 

12 

10 

8 

6 

4 

9 



Team 4 

(even 
numbers) 
16 
14 
12 
10 

8 

6 

4 

9. 



1 


Designated Line 











Note: At starting signal, 






each No. 1 man on each team 




O 


runs forward and passes baton 




M 


to No. 2. No. 2 returns and 




be 


passes to No. 3, and so on. 




1-3 


Team finishing first wins. 


Starting Line 






1 



1 


1 


1 


1 


3 


3 


3 


3 


5 


5 


5 


5 


7 


7 


7 


7 


9 


9 


9 


9 


11 


11 


11 


11 


13 


13 


13 


13 


15 


15 


15 


15 


Team 1 


Team 2 


Team 3 


Team 4 


(odd 


(odd 


(odd 


(odd 


numbers) 


numbers) 


numbers) 


numbers) 



Note: The distance the designated line is from the 
starting line is the length of the race. 



170 Mass Physical Training 

FORMATION FOR SHUTTLE JUMPS AND THROWS 

Team B 
8 
7 
6 
5 
4 
3 

1 

1. No. 1 man Team A 
O — > jumps first and this is 
his rear heel mark which 
is used as a toe-line by 
No. 1 man of Team B who 
jumps next. 



Base Line 



1 

< — Q 2 
2. Rear heel mark of 3 

No. 1 man of Team B. 4 

No. 2 man of Team A 5 
jumps next using this 6 

heel mark as toe-line, etc. 7 

8 

Where there are ample facilities, mass competitions can be 
conducted in the ordinary cumulative relay fashion. The 
events can either be run on a straight-away course or around a 
track (four or more stakes may serve as track about which 
competitors run). In the jumping and throwing events, the 
competing teams form in parallel columns. No. 1 of each 
team jumps or throws, No. 2 jumps forward from No. l's 
mark, and so on. The team jumping or throwing farthest from 
the base line wins. It is seldom advisable to conduct jumping 
and throwing competitions in accordance with this method, in 
preference to the shuttle method, due to the great amount of 
field space necessary. 



Group Games 171 

MISCELLANEOUS RELAY GAMES 

There are certain races and games of a relay type that have 
become very popular in the military camps. In all of these 
races the teams form in columns about 10 feet apart, 12 to 30 
(or more) men to a team. A captain should be appointed for 
each team who should direct rather than compete. The officer 
in charge should occasionally have the captains count their men 
in order that there may not be inequality in numbers. 




Fig. 129. 

63. Crawl Through Legs Relay. No Equipment Needed : 
At signal, first man spreads feet. Second man crawls through 
first man's legs coming up close in front, feet spread. Number 
three crawls through legs of both Numbers 1 and 2, coming up 
in front of No. 2. Nos. 4, 5, 6, etc. follow in succession. Last 
man through runs forward to a given point (Fig. 129). 

64. Leap Frog Relay. No Equipment Needed : Three to 
five men, depending on size of team, are placed in front of 
column, six feet apart, to act as bucks. Bucks bend over, feet 
spread, hands on ankles, keeping their knees as straight as 
possible. At signal, column advances and straddle vaults over 
bucks, then runs around to right and to rear of column and 
back to starting point. 



172 Mass Physical Training 

65. Down and Up. No Equipment Needed: Entire team 
spreads legs at signal. First man in column passes some object 
between his legs to next man, who passes it on. Last man 
in column yells "Down" when he gets the object, and with 
legs astraddle runs forward over the other men who have 
crouched to the ground. When he reaches the front of the 
column the other men rise and the object is passed back 
between the legs, etc., until all have taken it forward. 

66. Rescue Relay. No Equipment Needed : Each team is 
divided, one-half in column of files at the starting line, the other 
half lying on their backs on line twenty yards in front. At a 
signal the first man of each team at the starting line runs to first 
man lying down, picks him up, and carries him to the starting 
place. Second man starts as first crosses the starting line. The 
team that gets all its men across starting line first wins the race. 

67. Obstacle Relay. Equipment Needed : Natural obsta- 
cles, etc. Obstacles of all kinds are placed in front (things to 
crawl under, jump over, vault, climb through or run around). 
First man makes circuit and finishes at starting line. Second 
man receives baton and repeats, and so on. 

68. All Fours. No Equipment Needed: At signal first 
man with baton in hand runs on hands and feet to or around a 
given point and returns to starting line. Second man receives 
baton at starting line and repeats. Third man repeats, etc. 
Vary by running with knees and elbows stiff or leap-frog style. 

69. Centipede Relay. Equipment Needed : One tent pole 
or broom stick for each team competing. Two men get astride 
a pole held by both hands of both men. (One hand in front and 
one hand in back.) They run forward to, or around, a given 
point and return to the starting point, where they drop the stick. 
The next two men pick up the stick, adjust it in the same way 
and proceed. This race may be modified by using a larger 
number of men on the stick. 

70. Paul Revere. No Equipment Needed : Team strings 
out in column across field, five yards between men. One rider 
stands at the rear of the column. At the signal the rider 
mounts astride the hips of the last man, who carries him for- 
ward to the player immediately in front of him. The rider is 



Group Games 



173 



here transferred to the back of the second man. Transfer must 
take place without permitting the rider to touch the ground. 
Failure to do this disqualifies. Player at head of column 
carries the rider forward to a given point. 

71. Wheelbarrow. No Equipment Needed: First man 
walks on hands, second man carries the feet of the first man. 
Advance to given point (about 30 feet in front) . At this point 
men change positions (second man walking on hands, first 
man carrying feet of second man), and return to starting line. 
After first two men cross starting line the next two men start 
as described, and so on (Fig. 130). 




Fig. 130. 



72. Chariot. Equipment Needed : One short pole for each 
team competing. Four men stand abreast with a stick held by 
both hands in front of the chest. The group of four runs for- 
ward to, or around, a given point and returns. The next four men 
take the stick and proceed as the first four. The race may also be 
run by locking the arms about the shoulders, or locking elbows. 
This race may be modified by using any number of men. 

73. Overhead Ball Relay. Equipment Needed : One medi- 
cine ball for each column. Players stand at attention with the 
ball on the line in front of the column. At the starting signal 
the ball is passed back over the head by the first man to the 



174 Mass Physical Training 

second, and so on until it reaches the last man. (Every man 
in the column must grasp and pass the ball.) The end man 
carries the ball forward over the backs of the men in the column 
in front of him who assume a stooping position. As soon as he 
reaches the front of the line he runs to the distance line and, 
after touching it, he returns to the front of the column and 
starts the ball back over his head. After every man has 
carried the ball forward the last man finishes the race when he 
crosses the distance line. 

74. Pig-a-Back Relay. No Equipment Needed: Players 
stand at attention. At the signal to start, No. 2 in the column 
leaps upon the back of No. 1, who carries him across the 
distance line in pig-a-back fashion. There he drops him. No. 1 
remains behind the distance line. No. 2 rushes back and picks 
up No. 3 in the column and carries him beyond the distance 
line and No. 2 remains there. No. 3 rushes back and picks 
up No. 4, and so on. When the last man in the column has 
been carried across the distance line the race is finished. 

75. Football Passing Relay. Equipment Needed: One 
Rugby football for each column. Each ball is placed on the 
starting line in front of the column. Players assume a stride 
stand position. At the signal to go, the ball is passed from man 
to man. Each man must catch and pass the ball back between 
his legs until it reaches the last man in the column, who rushes 
forward across the 25 -yard distance line. From that position 
he makes a forward pass to the front man in the column and 
runs to the front of the column. The front man upon catching 
the ball starts it back, passing it between his legs, until it gets 
to the rear of the column. The end man carries it forward 
and repeats the performance of the man who preceded him. 
The race ends when the last man in the column throws the ball 
back from beyond the distance line. The ball first crossing 
the starting line determines the winner. 

76. Passing the Man. No Equipment Needed, Forma- 
tion: Front rank facing rear rank. Last man of front rank 
is passed down between the two ranks on the arms of the men 
to the head of the file. Here he is landed and takes his position 



Group Games 175 

ready to pass other men. Last man of rear rank is then passed 
down in the same manner. Game continues in this way until 
all have made the journey. 

77. Bayonet Hat Relay. Equipment Needed: Three to 
6 bayonets and an equal number of hats for each competing 
team. Formation: As for shuttle runs. One-half of each 
team is stationed behind each of two parallel lines from 50 to 
100 yards apart. From 3 to 6 bayonets are stuck into the 
ground at regular intervals in the lane of each competing team. 
A hat is placed on each bayonet. At starting signal No. 1 of 
each team runs forward and removes the hats. As No. 1 
crosses finish line No. 2 leaves same and replaces hats on bayo- 
nets. No. 3 runs forward and removes them, and so on. 

Note: When the hats are removed from the bayonets, 
they may be: (1) Thrown on the ground near each bayonet, 
or (2) Carried forward and placed at the feet of the next runner 
at the head of the line so that he may take them one by one 
and place them on the bayonets. 

CLASS 3. GAMES, STUNTS AND INFORMAL CONTESTS 

78. Individual Tug of War : Contestants face each other, 
each man holding one end of a small rope from six to eight 
feet long, with both hands. At starting signal they turn about, 
slipping the rope over the right shoulder and endeavor to pull 
opponent backward. This should also be practiced with the 
rope over the left shoulder (Fig. 131). 

79. Hello Mike : Two blindfolded opponents lie upon floor 
face down with their heads towards each other and about a 
foot apart. They reach above their heads with their left arms, 
grasping hands. Their right hands are covered with boxing 
gloves. No. 1 says, "Hello Mike, are you there?" No. 2 is 
required to answer, "I AM," trying to deceive his opponent as 
to location. No. 1 takes one swing with his gloved hand at 
the point where the voice comes from. No. 2 then asks the 
question and the game continues. 

80. Smudge Boxing : This is regular boxing with the boxing 
gloves covered with burnt cork or some other black substance. 



176 Mass Physical Training 

81. Jousting: Contestants stand upon barrels or chairs 
each armed with an 8-foot pole, the end of which is protected 
by boxing gloves. The object is to dislodge opponent. 

82. Shoe Race: Shoes of contestants are thrown into a 
barrel. The contestants line up behind a given line. At a signal 
they rush to the barrel and endeavor to find their own shoes. 
They are allowed to throw any shoes not their own as they will. 
As soon as they find their own they must report back with 
the shoes properly on to the judge. The one first doing so wins. 




Fig. 131. 

83. Blindfold Race: Contestants are blindfolded and after 
being spun about several times, start on the race which is to 
the other end of the room and back. 

84. Hot Hand: One man who is "It" bends forward, plac- 
ing his hands on his knees. The other players gather behind 
him and swat him with the palm of their hands. If he guesses 
the one who hit him, that one must take his place. 

85. Barrel Boxing: Two barrels are placed several feet 
apart. Opponents box while standing inside of these barrels 
or on the heads of them. 

86. Ankle Throw : This feat consists of tossing some object 
over the head from behind with the feet. 

87. Hand Slap : Two performers. No. 1 holds out hands in 



Group Games 177 

front, palms up. No. 2 places his hands in those of No. 1, palms 
up. No. 1 withdraws either hand and endeavors to strike No. 
2's opposite hand. The game proceeds until No. 1 fails to slap 
No. 2, then he goes on top and No. 2 becomes the swatter. 

88. Cross Wires: Individual clasps hands in front of face, 
then grasps left ear with the right hand and the end of his 
nose with his left hand. He then releases hands, clasps them 
again, and regrasps, using the other side of his face and also 
reversing his hands, that is, the right hand holding the nose and 
the left hand grasping right ear. Object is to continue exercise 
without "fumbling." 

89. Jump Stick : Broom stick is held between the hands of 
the performer in front of his thighs. He endeavors to jump 
over the stick without loosening the grasp of either hand. 

90. Crack the Whip : The men form in line joining hands. 
The strong and fast men should be at the head of the line and 
the slow and short ones at the end. Line runs on the level or 
down hill, stops quickly and pulls. The object is to keep the 
line from breaking and to "crack off" the end men. 

91. Duck on the Rock: A flat rock is placed upon the 
ground fifteen yards in front of a line. Each competitor is 
given a small rock (or any small missile) and in turn throws 
from behind the line, endeavoring to have his missile land as 
near the flat rock as possible. The one whose missile is the 
greatest distance away from the flat rock is "It." He places 
his missile (which is called the "duck"), on the rock, and the 
other competitors endeavor to pick up their missiles and run 
back across the line without being tagged by "It." Any 
player tagged becomes "It" and must place his missile on the 
rock. As soon as the competitors have crossed the line they 
endeavor to knock the duck from the flat rock by throwing 
their missiles at it. If successful they are allowed free return 
passage to the line and "It" must replace his duck on the rock 
before he can tag any of the competitors in their endeavor to 
race back to the line. 

Note: The exercises which are described in Sections VIII 
and IX on "Personal Contact Drills and Line Wrestling," are 
adapted for use as two-men competitions. 

12 



CHAPTER XII 

The Conduct of Meets and Contests 

In this section, emphasis is placed on athletics from the 
standpoint of furnishing entertainment for the spectators and 
recreation for the participants. The value of athletics for this 
purpose and as a factor in raising morale was demonstrated by 
the athletic organization set up in the American Expeditionary 
Forces after the signing of the Armistice. Competitive ath- 
letics were also emphasized and were most useful in furnishing 
recreation and promoting contentment among the soldiers dur- 
ing the demobilization period in the camps in the United States. 

The material in this section will be of particular value to 
physical training officers and others responsible for the syste- 
matic promotion of athletics in the army. It will help to im- 
prove the standards of competition and will increase the train- 
ing value of participation in these activities. 

FORMATION OF LEAGUES 

For the purpose of getting the greatest value out of com- 
petitive athletics, the organization of leagues and the formation 
of schedules in the various kinds of contests are desirable. It 
is advisable to have regular schedules of the various sports 
used in platoon, company, and regimental contests. Inter- 
camp contests have also been found valuable in stimulating 
interest in athletics, in developing unit loyalty and sustain- 
ing morale. 

One of the important duties of the camp physical training 
officer is to organize leagues in football, basket-ball, baseball, 
volley-ball, and the like, for the purpose of securing wide par- 
ticipation in these games. These games should be administered 
as largely as possible, through company athletic officers and 
every effort should be made to keep these athletic officers inter- 
ested in creating rivalry between the companies and in getting 
the men of the various companies interested in the teams that 

178 



Conduct of Meets 179 

represent them. The camp athletic officer should strive to see 
that each team has an even distribution of equipment. Choice 
of officials is an important item and should generally be looked 
after by the camp physical training officer. In these contests 
everything possible should be done to develop a high degree of 
sportsmanship in the men participating. The camp physical 
training officer should never display any mark of favoritism 
toward any one team but should be equally interested in the 
success of all. 

SUGGESTIONS FOR CONDUCTING ATHLETIC MEETS 

In the army whether the athletic meet be a company, regi- 
mental, camp or divisional meet, its success largely depends 
upon the organizing genius of the physical training officer. In 
a divisional meet, or in any games where various branches of 
the service are represented, it is well to have some officer in 
charge of each branch of sport. For instance, one officer should 
take command of the track and field meet, another the horse 
events, and so on. These officers should all report and be re- 
sponsible to the physical training officer. It is suggested that 
the physical training officer should act as a general director 
and should devote his time and energies to managing the meet 
and to seeing that each officer and official carries out instruc- 
tions. It is an unpardonable sin in the army to begin a game or 
meet late. The physical training officer should be personally 
responsible for seeing that the events start promptly at the 
time scheduled. 

i. Officials: Where the various athletic officers are acting 
in the role of coaches it is seldom advisable to make use of 
them as officials for the reason that their time can be better 
employed in seeing that their men report promptly for sched- 
uled events and that their contestants are informed regarding 
the rules and conduct of the meet. Great care should be exer- 
cised in choosing officials, not only because the decisions ren- 
dered by the officials are highly important, but also because 
they can render invaluable service in running the meet off 
promptly. 



180 Mass Physical Training 

The officials include: Director of games, referee, judges, 
timers, scorers, measurers, marshals, starters, clerk of course, 
announcer, custodian of prizes, inspectors, etc. 

The physical training officers should give each official a 
typewritten copy of instructions, telling him where to report, 
time to report, and outlining his duties. In case of finish 
judges, one man should be designated as head finish judge. A 
great deal depends upon the clerk of course, who will keep the 
events going on schedule. He should assist the starter in plac- 
ing the men after they have drawn for lanes, and he should see 
to it that the contestants are ready for the drawings at a 
stated time. 

2. Grounds: Every precaution should be taken to see that 
the grounds are properly laid out and everything arranged in 
advance. The track should be rolled, the running lanes, starts, 
finishes, and handicaps should be marked, the shot-put, discus 
and hammer throwing circles in place, jumping pits spaded up, 
and the take-off boards properly set. Adequate dressing 
accommodations should be arranged for. Further, every pre- 
caution should be taken to see that the comfort of the spec- 
tators has been attended to and to be sure that the spectators 
will not be allowed upon the track or in the enclosure. 

3. Contestants : The various athletic officers are responsible 
for seeing that the contestants are acquainted with the rules 
and that they report promptly on time for the various events. 
It is almost always best to run off a meet on a definite time 
schedule. When this is done each contestant should be given 
a copy of the schedule so that he will know when his events 
occur. Coaches and trainers should never accompany the 
contestants to the starting point or inner grounds, for two 
reasons; one is that the men should be taught to do their best 
without side-line coaching, and the other is that the practice 
of having coaches accompany contestants to the start crowds 
the track and obstructs the view of the spectators. 

4. Equipment and Miscellaneous Details: Physical train- 
ing officers should see to it that someone is responsible for pro- 
viding woollen yarn for the finishing line, Kelly pool balls or 



Conduct of Meets 181 

some other device for drawing places, cross bars for the pole 
vault and high jump, stop watches, pistol, blank cartridges, 
megaphone, measuring tape, safety pins, and first aid articles, 
batons for the relays, rakes and spades for the jumping pits, 
hurdles and standards for the high jump and pole vault. Each 
event on the program should be studied and all equipment 
needed should be secured in advance of the meet. The pro- 
gram should contain the names of the officials, the order of 
events, the handicaps, classification, competitors' numbers, 
unit of each competitor, laps for the various distances, track 
records, etc. Advertising can be conducted through the news- 
papers and by means of bulletins, posters, and handbills. 
Where there is an admission charge, ticket men should be 
secured and properly instructed. Music, ushers, prizes, and 
officials' badges should be arranged for in advance. 

5. Suggested Cards for Clerks of Course to be Used in 
Competitive Meets : The clerk of the course should have the 
cards filled out with names of contestants as far in advance of 
the starting of the meet as possible. At the drawings he should 
insert the course drawn by each man. At the end of the race 
he should turn the card over to the head finish judge who will 
fill in the order of finish, sign the card, have the other finish 
judges sign and then turn same over to timers who will fill in 
the time for track events, sign and turn card over to the an- 
nouncer. The announcer will turn all cards in to the physical 
training officer at the conclusion of the meet. 



182 Mass Physical Training 

SCORE CARD FOR TRACK EVENTS 
Event Date 

Course Contestants ^ , Order of Finish 



(Note: the number 



on the number 



of these lines depends 



of contestants.) 



Time 



Winners, 



Timers 



Judges 



Event 



SCORE CARD FOR FIELD EVENTS 

Date 



Contestants 



Contestants' 
Number 



Trial Trial Trial 























































(Note: The number 
upon the number 


of these lin 


es depends 






of contes 


tants.) 













































Winner. 
Second _ 
Third 



Record. 



Judges 



Conduct of Meets 183 

ARMY BOXING RULES 
Preliminary to the Bouts 

The tone and spirit of a boxing contest or tournament de- 
pend a great deal upon the proper attention to certain pre- 
liminary preparations which are essential to the conduct and 
control of any athletic exhibition. A high grade of competition 
can never entirely compensate for the mismanagement of ring 
details. Boxing is too important a factor in the training of the 
soldier to be spoiled by failure to procure competent officials 
and to provide other essential details in ample time to insure 
a smooth running organization. 

It is strongly recommended that physical training officers 
follow a regular procedure which will automatically apply to 
all boxing bouts which may be held, as follows : 

1. The necessary authority for the contest, date of meeting, 
and place. (Arrange not less than one week prior to contests.) 

2. Entries — announce where made, when closed, classes, 
drawings. 

3. Publicity — camp and public. 

4. Officials — select referee, judges, clerks, medical officer, 
and timer. Secure in ample time before contest. 

5. Ring equipment — watch, gong, or whistle. Buckets, 
dressing quarters, etc., chairs, gloves, towels. Be sure every- 
thing is on hand. 

6. Management of spectators. 

(a) Building assistants. 

(b) Policing — doorkeepers, ushers. 

(c) Programs. 

(d) Sale of tickets. 

(e) Seating. 

All the foregoing details can be handled with a minimum of 
difficulty if they are considered in time. 

Competent officials are essential. It is always a good plan 
to establish a representative corps of officials in each camp. 
The membership in such an organization of boxing officials 
should depend upon their past experience in boxing and their 



184 Mass Physical Training 

ability to officiate. An advisory body of officers could readily 
be assembled to pass on the merits of each novice official. The 
services of skilled officials insures nonpartisan judgment and 
commands the confidence of the competitors and spectators. 

RULE I 
Equipment 

Ring Dimensions. Section 1. The boxing ring shall be 
not less than 16 feet nor more than 20 feet square. 

Extension of Ring. Section 2. The floor of the ring shall 
extend beyond the lower ropes for a distance of not less than 
2 feet. 

Posts. Section 3. There shall be at least four posts, 
properly padded. 

Ropes. Section 4. The ring shall be inclosed by at least 
three rope rails with cloth wrappings. 

Padding. Section 5. The ring floor, if of wood or other 
hard substance, shall be padded at least 1 inch thick with 
corrugated paper, matting, felt, or other soft material. 

Note : A very good padding for an outdoor ring is damp- 
ened sawdust covered with tight canvas. 

RULE II 

Ring During Progress of Match. Section 1. During the 
progress of a contest the ring shall be cleared of all chairs, 
buckets, etc. 

Clear Ring. Section 2. No person other than the contest- 
ants and the referee shall during the progress of the contest 
enter or be in the ring. 

RULE III 

Boxing Gloves 

Gloves. Section 1. Gloves are to be of the pattern issued 
and shall weigh not less than 

(a) Ten ounces in all "novice" contests. 

(b) Eight ounces in all "trained men" bouts, except in 
divisional championship bouts, in which either six or eight 
ounce gloves may be used. 



Conducts of Meets 185 

Bandages. Section 2. Bandages must not be worn on 
hands except by direction of medical officer. Any bandages 
permitted shall be of soft material and not heavy enough to 
add force to a blow. 

RULE IV 

Shoes 

Spikes and Cleats Barred. Section 1. Boxing shoes having 
spikes or cleats shall be barred. 

RULE V 

Two Classes. Section 1. Boxing contests or exhibitions 
shall be divided into classes: 

(a) Trained men are those who have won elimination com- 
pany championships. 

(b) Novice men are those who have never won in a com- 
pany competition. 

RULE VI 

Number and Time Limit of Bouts and Rounds. Section 1. 
A boxing contest or exhibition shall be limited to four rounds. 
A round shall be of two minutes' duration with an intermission 
of one minute between rounds for rest. If the judges disagree 
at the expiration of four rounds, the referee may at his discre- 
tion call for a fifth round, which shall also be limited to two 
minutes. 

Divisional Championships. Section 2. The final bouts in 
divisional championships shall be six rounds, three minutes 
each, and no extra round can be ordered. 

RULE VII 
Officials and Duties of Officials 

Officials. Section 1. The officials shall be a referee, two 
judges, two clerks, one timekeeper, and one medical officer. 

Note: It cannot be too strongly emphasized that the 
referee and judges of a contest should not be connected in 
any way with either of the organizations represented, and that 
they should be thoroughly competent and impartial. 



186 Mass Physical Training 

Duties of Referee — Decision of Judges Final. Section 2. 
The referee shall have general supervision over the match or 
contest, and shall take his position within the ring. The 
primary duty of the referee shall be the strict enforcement of 
the rules of boxing and of fair play. The referee shall, at the 
conclusion of the bout, abide by the decision of the judges in 
every case, if both agree. 

Section 3. The referee shall have the power: 

Power of Referee to Give Deciding Vote, (a) To cast the 
deciding vote when the judges disagree. 

To Order Extra Round, (b) In competitions (not exhibi- 
tions) to order an extra round, limited to duration of pre- 
ceding rounds, if the judges disagree, and he himself is in 
doubt as to the decision. 

May Stop Contest, (c) To stop a bout or contest at any 
stage and make a decision if he considers it too one-sided. 

To Disqualify, (d) To stop a bout or contest if he con- 
siders the competitors are not in earnest. In this case he will 
disqualify one or both contestants. 

Note: He may first give one warning to the contestants, 
deducting from the round the time lost in so doing. Not more 
than one warning shall be given. 

Disqualification Without Warning, (e) To disqualify a con- 
testant with our without previous warning for committing any 
one of the fouls noted in Rule XIV. 

Shall Not Touch Contesting Boxers. Section 4. The 
referee shall not touch the contesting boxers except in special 
cases, such as: 

(a) Failure of one or both contestants to obey "break" 
command. 

(b) To assist injured contestant. 

Introduction Handshaking. Section 5. The referee shall 
insist on all boxers shaking hands at the commencement of 
the first and last round. No other demonstration shall be 
allowed. 

Announcer. The referee may be assisted by an an- 
nouncer, whose duty shall be to announce the names of all 



Conduct of Meets 187 

contestants and act as a go-between between the referee and 
the judges. 

Position of Judges. Section 6. The two judges shall be 
stationed at opposite sides of the ring, preferably on a level 
with the boxers. 

Duty of Judges. Section 7. It shall be the duty of the 
judges to watch every phase of the bout and to make a decision. 

Method of Scoring. Section 8. The judges shall keep 
count of the rounds, points scored, time out, and "downs" 
and generally cooperate with the referee. 

Clerk Assistants to Judges. Section 9. Each judge shall 
be assisted by a clerk of his own choice. 

Duty of Clerk. Section 10. It shall be the duty of each 
clerk to keep a clerical record of the score of both contestants 
throughout the round and bout, as dictated to him by the 
judge during the progress of the bout. 

(a) The clerk shall submit to the judge the point summary 
immediately at the conclusion of each round. 

(b) He shall notify the judge at any stage of the round if 
one contestant leads an opponent by the maximum of 20 points. 

Note : This service by a clerk will enable each judge to 
give his undivided attention to the progress of the bout. 

Duties of Timekeeper. Section 11. The timekeeper must 
be seated close to and outside of the ring. 

Two Watches. Note: It is advisable for a timekeeper to 
have two watches at his disposal. 

Commencement and Termination of Rounds. Section 12. 
He shall indicate the beginning and end of each round. 

Timer's Equipment. Note: It is recommended that the 
timekeeper have at his disposal a bell, gong, or whistle with 
which to indicate these periods. 

Duties of Medical Officer. Section 13. The medical officer 
shall always be in attendance at each meeting held under 
these rules. 

(a) It shall be his duty to decide whether hand bandages 
are necessary and to inspect same. 

(b) To supervise the physical condition of contestants. 



188 Mass Physical Training 

RULE VIII 

Medical Examination. Section 1. Contestants shall pre- 
sent themselves to the camp boxing instructor or proper person 
appointed by him promptly at the time appointed for medical 
examination and weighing-in. 

Weighing-In. Section 2. In a boxing meet in which the 
series of meets are completed in seven days or less, contestants 
will weigh in on the day of their first bout, not earlier than 
9.00 a. m. for afternoon bouts, not earlier than 3.00 p. m. for 
evening bouts. The weight registered at the original weighing- 
in will be the competitor's official weight for the first seven days 
of the meet. In meets running more than seven days, weighing- 
in will be repeated under the same conditions on the eighth, 
fifteenth and twenty-second day and so on throughout the meet. 

Drawing. Section 3. Tournaments having a large number 
of entries shall be governed by the B agnail- Wild system of 
drawing. 

Note : For further information see page 198. 

RULE IX 

Seconds. Section 1. Each contestant shall be assisted by 
two seconds. 

Warning to Seconds. Section 2. The seconds must not 
speak, signal, or in any way coach their principals during the 
progress of a round, nor may they claim time, or indicate in 
any way decisions for them. 

Section 3. Any violation of the above provisions may 
render a principal liable to disqualification by the referee. 

Limitations of Seconds. Section 4. The seconds must re- 
main seated during the contests, and shall not enter the ring 
until the timer indicates the termination of a round. They 
shall leave the ring promptly when time is called at the be- 
ginning of a round. 

RULE X 

Scoring 

Maximum of 20 Points. Section 1. A maximum of 20 
points shall be allotted to each round of the contest. 



Conduct of Meets 189 

Note : This maximum should not be exceeded in any case, 
for in the ordinary course of events if one boxer leads by a 
greater number of points than allotted for the round, it usually 
means that the fight is one-sided and should be stopped. 

RULE XI 

Point Allotment 

Point Allotment, 14 Points for — Section 1. Fourteen points 
shall be given for attack and defense. 

Attack. Section 2. Attack shall cover the following points : 

(a) Clean hits. 

(b) Aggressive action. 

(c) Well-delivered partial hits. 

Defense. Section 3. Defense shall include: 

(a) Blocking. 

(b) Making opponent miss. 

(c) Balance and readiness to counter-attack. 

Four Points for Generalship. Section 4. Four points shall 
be given for generalship. 

Generalship. Note: When the points are otherwise equal, 
the decision should be in favor of the boxer who displays the 
best aggressive generalship and style. The term "generalship " 
shall indicate the development of natural advantages, coupled 
with intuition and the ability to grasp quickly the advantage 
of any opening given by an opponent. 

Two Points for Aggressiveness. Section 5. Two points 
shall be given for "aggressiveness." 

Note: Indicating willingness of contestant to consistently 
press aggressively forward in the face of punishment. 

Points Deducted for All Infractions of Rules. Section 6. 
Points or fractions of points shall be deducted for all infractions 
of rules. Note Rule XII. 

Note : It is essential that the alloting of points shall be 
dictated to the clerk immediately. The system of mentally 
allotting points will leave an opening for indefinite decision 
and is generally unsatisfactory. 



190 Mass Physical Training 

Method of Naming Winner. Section 7. At the end of each 
contest the judges' clerks shall write or otherwise indicate to 
their judge the score of each contestant. 

RULE XII 
Points Deducted for — Section 1. Points will be deducted for : 

(a) Stalling; i.e., prolonging contests, lack of earnestness, 
or going down without being hit. 

(b) Covering up with hands so that contestant is not in a 
position to hit. 

(c) Clinching. 

(d) Hitting while holding opponent. 

(e) For all infractions of rules, minor or major (whether 
indicated or overlooked by the referee). 

RULE XIII 
Weights 

Section 1. Competitions in all championships will be held 
in the following weights and classes: 

Weights and Classes Pounds 

Bantamweight 115 

Featherweight 125 

Lightweight 135 

Welterweight 145 

Middleweight 160 

Light heavyweight 175 

Heavy, all over 175 

Weight Rule Governing all Bouts. Section 2. No con- 
testant shall give or take more than 5 pounds when contestants 
weigh less than 135 pounds. 

Section 3. No contestants shall give or take more than 
10 pounds when contestants weigh in excess of 135 pounds, 
except when both contestants weigh over 175 pounds. 

Note: The above rule shall apply to all boxing contests. 

RULE XIV 
Fouls. Section 1. Hitting below the belt. 
Section 2. Hitting an opponent who is down or who is 
getting up after being down. 



Conduct of Meets 191 

Section 3. Holding an opponent or deliberately main- 
taining a clinch. 

Section 4. Holding an opponent with one hand and hitting 
with the other hand. 

Section 5. Pushing or butting with the head or shoulder 
or using the knee. 

Section 6. Hitting with inside or butt of the hand, the 
wrist, or elbow. 

Section 7. Hitting or "flicking" with the open glove. 

Section 8. Wrestling or roughing at the ropes. 

Section 9. Going down without being hit. 

Section 10. Striking deliberately at that part of the body 
over the kidneys. 

Section 11. The use of abusive or insulting language. 

Added Fouls. Section 12. The failure to obey the referee 
or any physical actions which may injure a contestant, except 
by fair sportsmanlike boxing, shall also be judged as fouls. 

Recommendations to Referee and Judges on Fouls. 
Note: (a) It is recommended that the referee shall im- 
mediately disqualify a contestant who is guilty of a deliberate 
and willful foul, and award the decision to his opponent. It is 
also recommended that a referee shall not give more than one 
warning for a foul, which, although committed unintentionally, 
is likely to incapacitate an opponent, i. e., butting or hitting 
below the belt, and shall disqualify offender without warning 
in case of actual injury. In cases of minor fouls, such as hitting 
with open glove, clinching, or prolonging contest after fair 
warning has been given by the referee, he shall have the option 
of awarding the decision to the opponent. 

Point Penalties. Note: (b) Judges shall penalize contest- 
ants in points for infraction of all rules — major or minor. 

RULE XV 
" Down " 
" Down." Section 1. A contestant shall be deemed 
"down" when: 

(a) Any part of his body other than his feet is on the ring 
floor. 



192 Mass Physical Training 

(b) He is hanging helplessly over the ropes. 

(c) Rising from "down" position. 

Note : (a) A contestant may go down through accident or 
weakness, but must rise instantly unless sent down by a blow, 
in which case he may remain down until the count of "nine" 
without being disqualified. 

Note : (b) A boxer hanging on the ropes is not officially 
"down" until so pronounced by the referee, who can either 
stop the bout or count the boxer out on ropes or floor. 

Rule for Contestant when Opponent is Down. Section 2. 
When a contestant is "down" his opponent shall retire out of 
striking distance, and shall not resume boxing until ordered to 
do so by the referee. 

RULE XVI 

Bout Over When. Section 1. The round and bout shall be 
terminated when "down" contestant fails to resume boxing at 
the expiration of 10 seconds, and referee announces decision. 

Ten Seconds Indicated by Referee. Section 2. The 10 
seconds shall be counted aloud, and the expiration of each 
second shall be definitely indicated by the referee. 

RULE XVII 
Other Questions Arising. Section 1. In the event of any 
question arising not provided for in these rules, the referee 
shall have full power to decide such questions, and his decision 
shall be final. 

REFEREE RESPONSIBLE FOR TONE OF BOXING 

The tone and spirit in which a contest in boxing is carried 
out depends entirely on the referee. 

The tendency is for two boxers to infringe rules if they find 
out that they are boxing under a weak referee who does not 
know his business. Each of the contestants commences taking 
an unfair advantage generally because he fears that if he does 
not do so his opponent will. This leads to a series of foul tac- 
tics being resorted to by each side until, finally, the contest 
gets completely out of control and develops into anything but 
a clean boxing match. 



Conduct of Meets 193 

That which is true in the case of a contest applies also with 
equal truth to boxing as a whole. 

Boxing controlled by indifferent and weak referees will 
rapidly degenerate. On the other hand, if all contests are con- 
trolled by strict and qualified referees, then the tone and manly 
spirit of boxing will be raised to a high standard. 

The necessity of rigidly enforcing all the rules of boxing and 
fair play and so keeping the game clean and manly cannot be 
too strongly urged upon all referees, for it is only when boxing 
is kept at this high standard that its inherent value for military 
training will be realized. 

HOW TO ARRANGE TOURNAMENTS 

There are two general types of tournaments : Round Robin 
and Elimination. In Round Robin Tournaments each indi- 
vidual (or team) meets every other competitor a given number 
of times. In Elimination Tournaments it is a case of survival 
of the fittest; a defeat eliminating a player or team from 
further competition in the tournament. The Round Robin 
method is the more satisfactory for use where there is a small 
number of competitors. The elimination method should be 
used only when the number of entries is too large to permit 
of the Round Robin method. Detailed description of each 
method follows : 

Round Robin : In this form of tournament each individual 
(or team) meets every other competitor a given number of 
times. The different matches may be arranged in any satis- 
factory order. Example: Entries (teams or individuals): 
Nos. 1-2-3-4-5-6. In a one round tournament there would 
be the following: 

5 vs. 6 



1 vs. 


2 


2 vs. 


3 


3 vs. 


4 


4 vs. 5 


1 vs. 


3 


2 vs. 


4 


3 vs. 


5 


4 vs. 6 


1 vs. 


4 


2 vs. 


5 


3 vs. 


6 




1 vs. 


5 


2 vs. 


6 








1 vs. 


6 













13 



194 Mass Physical Training 

Elimination : In this form of tournament it is a case of the 
survival of the fittest. A defeat eliminates a player entirely 
from the tournament and it finally narrows down to two players 
who compete for the championship. 

The Bagnall-Wild system of drawing should be employed 
in all elimination tournaments. This system is designed to 
eliminate the byes in the second round. 

Each competitor's name is written on a separate card or 
paper, and these are placed in a bowl or hat, drawn out one by 
one at random, and copied on a list in the order in which they 
have been drawn according to the following scheme; 

When the number of competitors is not a power of 2, there 
shall be byes in the second round. The number of byes shall 
be equal to the difference between the number of competitors 
and the next higher power of 2, and the number of pairs that 
shall meet in the first round shall be equal to the difference 
between the number of competitors and the next lower power 
of 2. The byes, if even in number, shall be divided, as the 
names are drawn, in equal proportions at the top and bottom 
of the list above and below the pairs, the first at the bottom, 
next at the top, and so on. The byes are drawn first. If un- 
even in number there shall be one more bye at the bottom 
than at the top. 

In preparing to make the draw the number of entries are 
counted. If the total is 2, or a power of 2 — 4, 8, 16, 32, or 64 — 
there are no byes, and the names are entered on the draw sheet 
in the order in which they are drawn. If the total is not 2, or 
a power of 2, there are byes, and the Bagnall-Wild method of 
drawing is resorted to: and this means nearly always, for the 
entries rarely total a power of 2. 

The drawing diagram on page 195 will illustrate the appli- 
cation of the Bagnall-Wild system to a boxing tournament entry 
list, having an uneven number of entries. In this instance there 
are 23 entries. The next lower power of 2 is 16. The differ- 
ence between 23 and 16 equals 7, which constitutes the number 
of bouts in the first round. The next higher power of 2 is 32. 
The difference between 32 and 23 (the number of entries) 



Conduct of Meets 



195 



equals 9, constituting the number of byes. As 9 is an uneven 
number, 4 are placed above and 5 below. The scheme is bul- 
letined as follows: 



2nd Bound 3rd 
Bound 



Byes 
1st Bound 



Semi- 
Finals 




Winner 



First round. Second round. Third round. Semifinals. Finals. 



SUGGESTED PROGRAMS 

i. Track and Field Meet: 

Intercollegiate rules, modified when necessary to meet army 
conditions, are usually used in conducting track and field meets. 



120-yard Hurdles 
100-yard Dash 
440-yard Run 
220-yard Low Hurdles 
1-mile Relay 

2. Indoor Meet: 
50-yard Dash 
50-yard High Hurdles 
440-yard Run 
1-mile Relay 



880-yard Relay 
16-lb. Shot Put 
Running High Jump 
Running Broad Jump 
Grenade Throw 



Running High Jump 
Running Broad Jump 
Indoor Shot Put 



196 



Mass Physical Training 



Where floor conditions do not permit of a full 50-yard dash, 
accommodate the distance to the space available. The potato 
race and the shuttle relay race may be substituted for any of 
the events listed above or can easily be added. 



3. Mixed Program : 

Rescue Race 
Litter Race 
Crack Squad Drill 
Wagon Race — Including 

Hitching 
Tent Pitching Contest 
Tug of War 
Artillery Race 
Roman Riding Race 



Equipment Race 

Grenade Throwing 

Wall Scaling or Wall Climb- 
ing by teams and by indi- 
viduals 

Mounted Tug of War 

Mounted Push Ball 

Mounted Wrestling 

Mounted Rescue Race 



4. Program of Mass Athletics: 



Shuttle Relay Race 
Shuttle Standing Broad Jump 
Medicine Ball Relay 
Jump Stick 
Over the Top 

5. Events Suitable for Water 

50-yard Swim 
100-yard Swim 
220-yard Swim 
440-yard Swim 
880-yard Swim 
Long Distance Swim 
Under Water Swim 
Plunge for Distance 
Fancy Diving for Form 
Swimming on Back — 50 yards 
Breast Stroke Race 



Rescue Race 
Football Passing Relay 
Push Ball 
Tug of War 
Centipede Race 

Sports Program: 

Tub Races 
Canoe Tilting 
Undressing Race 
Life Saving Race 
Water Polo 
Diving for Plates 
Harlequin Race 
Chasing the Duck 
Candle Race 

Feet and Knees Tied Race 
Canoe Race, singles and 
doubles 



Conduct of Meets 197 

Military Events : 

50-yard Swim, carrying clothes overhead; 
50-yard Swim, carrying rifle overhead; 
50-yard Swim, full pack and with rifle; 
Rescue Race. 

Canoe Tilting: Two men in a canoe, one man does the 
paddling. Other man equipped with a pole about 10 feet in 
length, with a big blob attached to it. At the signal canoes are 
rushed at each other and man with the blob goes to work. Object 
is to knock the other man off his balance or into the water. 

Tub Race: Any distance. Contestants are seated in tubs 
and paddle to a given point. Man who arrives first in his tub 
wins whether his tub is full of water or free from it. 

Water Polo : 6 men to a team. Two goal signs at either 
end of, preferably, a 60-foot enclosure. At a signal men dive 
from the starting point as the ball is thrown into the exact 
center. Object is to score a goal by touching the goal boards. 
Usually 5 or 8 minute halves with a 5 minute rest. A man can- 
not be tackled unless he is within 4 feet of the ball. Man can- 
not enter a 4-foot line ahead of the ball to tackle a goal keeper, 
of which there are two and a half back. These 3 men defend 
the goal. Other 3 men are known as forwards, right and left, 
and center. A referee and judges at each goal constitute the 
officials needed. All kinds of tackling are allowed. Ball must 
not be carried under water.* 

Diving for Plates : A number of plates are thrown into the 
water. Each contestant has three dives. Man who brings up 
the largest number of plates at one time wins. 

Harlequin Race: Usually women's suits, including stock- 
ings and bathing caps. Pajamas or nightshirts will do in a 
pinch. Clothes are laid out on a raft or similar place out of the 
water. Contestants leave a mark together, swim to the place 
where the clothes are, put on the clothes, and return. The 
man who gets back to starting point first properly dressed wins. 

Chasing the Duck : A live duck is turned loose. All starters 
dive and try to catch him. 

*For detailed description consult "Official Guide" American Swimming Association. 



198 Mass Physical Training 

Candle Race: Men with lighted candles swim to a given 
point. First man arriving with candle lighted wins. 
wt Umbrella Race: Men dive off with umbrellas. Open them 
in water and swim to a given point. 

Feet and Knees Tied: As the name would suggest — any 
distance. 

Rescue Race: Teams of two. One man appears to be 
drowning and signals and shouts for help. Rescue is made. 
First man home with his charge wins. 

Long Distance Race: Any given distance but not over a 
mile. It requires the hardest kind of training to be fit for 
swimming races, and army men usually do not have the facili- 
ties or the time for such strict and consistent training. A boat 
should accompany each contestant in a long race and life rings 
and medical aid should be near at all swimming meets. Ex- 
haustion is a common occurrence and aid may be necessary. It 
is therefore well to encourage shorter events and novelty races. 

6. Cavalry Events : A. Gymkhana. 

British troops stationed at Rurki in India, in 1861, origi- 
nated gymkhana sports to dispell the monotony in their can- 
tonment life. Since that time the gymkhana has become popu- 
lar in the armies of Great Britain and the United States alike. 

Ordinarily gymkhanas are of two kinds : One, a race meet- 
ing on a small scale in which any sort of horse takes part to 
make up a card and in which the races are generally catch 
weights; the second type of gymkhana is a variety of what 
are formally called the "Pagal" (foolish or amusing) gymkhana, 
in which, besides the usual horse and pony races, other compe- 
titions for men and women, mounted and dismounted, were 
introduced. 

The following program is of the second type: 

Country Store Race : Open to couples of one lady and one 
gentleman. The gentleman mounted at scratch with a list of 
articles to be obtained at store. He rides 100 yards to partner, 
dismounts and presents lists to be filled by partner who obtains 
the necessary articles from the store, remounts and rides back 
to scratch. Lists checked by judges. 



Conduct of Meets 199 

Rescue Race : Open to couples of one lady and one gentle- 
man. A gentleman mounted at scratch, leading one horse, 
rides 100 yards to partner. At this point, where saddle and 
bridle for extra horse will be placed, extra horse will be saddled 
and bridled. Couple then ride back to finish. 

Bending Race: Eight wands. Mounted competitors 
canter in and out between rows of wands driven into the 
ground and placed at convenient distances apart in two 
parallel lines. The competitor must make the ride without 
touching a post. 

Aunt Sally Race : Performed by two men and two women 
riding from the starting point to a fixed place, where the man 
dismounts his partner and holds partner's horse while the 
partner throws stones at four empty bottles. The moment the 
bottles are broken, the women are remounted and the partners 
ride back to the base. 

Camouflage Race: Open to couples of one lady and one 
gentleman. Contestants mounted at scratch ride 100 yards 
where they will be furnished with one sheet, two white trouser 
legs, and three safety pins. The sheets and trouser legs will be 
properly camouflaged. The sheets will be placed on the mounts 
under the saddles, fully spread out and pinned under the 
horses' necks. The two trouser legs will be put on front legs 
of gentleman's mount and pinned to the sheet. Contestants 
mount and ride to the finish. 

Stake Race : Contestants ride to a stake placed at suitable 
distance from the starting line, pass around the stake, and re- 
turn to starting line. 

Tent Packing Contest: Usual rules governing this event 
should be followed. 

Cigarette and Umbrella Race : Open to couples of one lady 
and one gentleman. Couples mounted at scratch ride 100 
yards. Lady rolls cigarette and hands it to partner who lights 
it. Both ride back to scratch. The cigarette must be lighted 
at the finish. The gentleman carries a closed umbrella the 
first 100 yards and opens it before he starts to ride back|to 
the finish. 



200 



Mass Physical Training 



Tennis Ball Race: Open to couples of one lady and one 
gentleman. Couples mounted at scratch, lady balancing ball 
on racket, ride prescribed course. When ball falls off it is 
replaced by partner, who must be mounted when it is replaced. 
The gentleman must not move forward with the ball in his 
possession. 

ADDITIONAL SUGGESTIONS FOR GYMKHANA EVENTS 



Mounted : 

Mounted Potato Race 
Mounted Rescue Race 
Mounted Wrestling 
Mule Race 
Guidon Relay Race 
Escort Wagon Race 
Mounted Tug of War 
Machine Gun Race 
Saddling Race 
Mounted Football Race 
Saturday to Monday Race 
Tilting the Ring 



Dismounted : 

Potato Race 

Egg and Spoon Race 

Three Legged Race 

Band Race 

Sack Race 

Obstacle Race 

Wheelbarrow Race 

Tent Pitching 

Ammunition Carrying Race 

Tug of War 

Pa jama Race 



CHAPTER XIII 

Strategy and Tactics of Highly Organized Athletic Games 

Experience has shown that no activity, except actual par- 
ticipation in battle, does so much as well organized and con- 
ducted athletic competitions to build up esprit de corps and to 
instill into an organization a feeling of unity and loyalty. Be- 
cause of the great training value of highly organized athletic 
games, every means should be employed to promote partici- 
pation by every soldier. 

Football is a great military game. Every officer would 
benefit by actual football playing experience. There is no 
other game which stimulates to so marked a degree the develop- 
ment of team work so that every competitor functions as an 
integral part of a moving force in meeting and overcoming 
various kinds of opposition. Every man has a regular job to 
do, and at the same time he must make his efforts dovetail in 
a machine-like way with those of his team mates. 

Methods are illustrated in the football material which fol- 
lows, whereby the game can be played in the regular super- 
vised athletic period by large numbers of men and without 
the necessity for special football equipment. 

The ability to swini in full military equipment is, under 
certain conditions, of the greatest military value. Many lives 
have been unnecessarily lost as a result of inability to swim 
and of the panic which, in spite of discipline, seizes upon non- 
swimmers who are attempting to cross a deep or swiftly rushing 
stream. Most men do not realize the fact that it is not only 
possible but relatively easy to swim in full marching equipment. 
The confidence which is engendered as a result of actual train- 
ing and experience in the water not only contributes to the 
soldier's efficiency and morale when it is necessary to cross 
streams under service conditions, but also results in saving 
many lives. 

201 



202 Mass Physical Training 

The material in this section was prepared for the Special 
Course in Physical and Bayonet Training conducted during 
September, 1919, at Camp Benning, Georgia, by experts of 
national reputation in each branch of sport. These special 
instructors were not only authorities in the games with which 
they dealt, but they were also unusually well qualified by pre- 
vious experience to adapt the program of training in the various 
games so that their inherent values as a part of military train- 
ing could be brought out and made available for use under 
army conditions. 

A— STRATEGY AND TACTICS OF FOOTBALL * 

The following principles of the strategy and tactics of foot- 
bal are applicable both for use in the period on the day's 
schedule devoted to supervised games and athletics and also to 
recreative football. There is military training value in playing 
football and this should be extended to all of the men in the 
army. When football is played as an activity under the head 
of supervised games and athletics no equipment is needed ex- 
cept the footballs, consequently tackling and falling on the 
ball should be eliminated. For the company, regimental and 
camp teams uniforms should be provided but for the required 
football the work should be so modified as to permit of playing 
in the service uniform. 

Among the things which may be taught on the drill field to 
the men in service uniforms are the following: Charging posi- 
tion in the line, charging both with and without opposition, 
blocking in the line, line defense to teach use of hands, starting 
for backs and ends, handling, ball kicking, passing and snapping 
ball, team play with touching scrimmage. 

Only the rudiments of football are suggested in this manual, 
first, because fundamental football constitutes the most im- 
portant part of the game and, second, because it is only possible 
in this limited space to treat of a few essentials. In the foot- 

* Prepared by Major John L. Griffith. 



Strategy and Tactics 203 

ball which will be taught to the troops on the drill field it is 
well to insist that each man be taught each of the positions and 
the duties pertaining to each. The object of this training is 
not to develop teams or star players but rather to develop the 
platoon or company. 

FUNDAMENTALS OF LINE PLAY 

Charging Position of Line Men : Men on right side of center 
stand with feet well apart with right foot slightly behind left 







ff£i K m ,W^i% i 



Fig. 132. 

foot. Men on left side of center place left foot behind. Stand 
on balls of feet. If left foot is behind, the left hand should rest 
on the ground and the other hand or forearm should rest on 
the right knee. If on right side of center, position of hands and 
feet is reversed. The body should be well forward with the 
buttocks lower than the shoulders, back straight, eyes on op- 
ponent watching ball out of corner of the eye. 

Charging: Fast charging is one of the most important re- 
quirements of a football line man. Every man should be taught 
to start fast from a charging position. Form men in charging 
position with seven men on the line and one man behind to 
receive the ball. Center snaps ball back between his legs to 
one man who is behind center who catches the pass. As the 
ball is passed back, the seven men on the line charge forward 



204 



M a 



s s 



P h 



y s 1 c 



a 1 T 



raining 



for five yards then again form a line. The line should be 
straight and no man on either side of center should have his 
hands, feet or head in front of a line at right angles with the 
back end of the ball. In charging the first two steps should be 
short and fast. The body is lunged forward. Avoid straight- 
ening up when charging. This work should be repeated fre- 
quently, changing positions (Fig. 132). 




Fig. 133. 



Blocking: Blocking in the line consists of throwing the 
body against opponent in charging in such a way as to drive 
him back, turn him to one side, or to body check him to pre- 
vent his breaking through. There are a great many methods 
of blocking in the line. The simplest only are suggested and 
these blocks will usually be found sufficient. 

i. Straight Block: At the charging signal drive body 
straight forward with shoulder against opponent's thigh. The 
head should be held tight against his leg. Keep feet wide apart 
and well braced and push him back with the drive from legs 
and body. Do not use hands or arms (Fig. 133). 

2. Block to Left: Step sharply to right with right foot and 
drive body to left with shoulder against opponent's thigh. If 



Strategy and Tactics 



205 



-g%r»- 







Fig. 134. 



he evades you, throw 
body at his knees with 
back of legs obstruct- 
ing his legs. The body 
should cover as much 
ground as possible in 
front of opposing line 
man to block his pro- 
gress. If he steps back 
roll with him and keep 
obstructing him until 
ball is dead (Fig. 134). 
3. Block to Right: 
In this instance, follow 
instructions as out- 
lined under Block to Left except that step should be taken 
to left and the right shoulder is used in blocking his right 

thigh. Keep feet well 
4tftit Shi* JM braced and wide 
apart (Fig. 135). 

Defense in Line: 
In a game of foot- 
ball each line man 
matches his wits 
against the wits of the 
opposing line man. 
On offense each line 
man may have to 
vary his style depend- 
ing upon whether his 
opponent plays high 
or low, wide or close, 
is fast or slow. In 
fact, so many factors 
enter into his methods of attack that the battle of wits in the 
line, which is usually missed by the spectators, is ver} 7 often 
the most important factor in playing a game. Consequently, 





Fig. 13.' 



206 Mass Physical Trainin 




Fig. 136. 



it is not possible in the short space allotted to football to de- 
scribe all of the defensive methods which will be used in the 

line. The following are suggested 
as fundamentally correct: 

i. Straight Block: As the 

Up ball is snapped back charge 

£ straight forward with hands 

A& under opponent's shoulders, 

arms stiff, back low, legs well 
spread and braced, the object 
being to drive opponent back- 
ward. If the man on defense 
succeeds in this he is in position 
to fill the hole on either side of 
his opponent if the play comes 
that way. In order to success- 
fully consummate this play the 
man on defense should start from 
a low position and should have his hands well in front of him 
when the ball is passed. 

2. Turn to Side : If opponent charges from the right, drive 




Fig. 137. 



Strategy and Tactics 



207 



left hand to his head and right hand to his right shoulder 
turning him away from defensive man's legs, then grasp him 
by right lower leg and throw him back into the play (Fig. 136). 
3. Pull Forward: When the opponent is lunging in such a 
way that he cannot keep his balance, grasp him by back of 
head, pull him forward, at same time step to the side and avoid 
his leg trip. If opponent charges with shoulders low and but- 
tocks high this method will be found effective (Fig. 137). 

FUNDAMENTALS OF BACK FIELD PLAY 
Starting Position: Place feet on a line parallel with the 
scrimmage line. ^Rest weight on balls of the feet and assume a 





Fig. 138. 

crouching position with the weight resting lightly on the hands. 
Avoid inclining body in direction of the start and keep eyes to 
the front. When charging signal is given practice getting 
started as quickly as possible. The first step should be short 
and the body should not be raised until after the line is passed. 
Bend body at the hips and run with feet well spread. 
This start should be practiced by all men in the platoon in the 
same manner that line charging is practiced (Fig. 138;. 

Receiving the Ball. 1. Direct from Center: The snapper 
back floats ball back to the man who is starting from the left 



208 



Mass Physical Training 



half back's position. It should be passed so that the runner 
gets the ball low and in front of him. Do not allow man 
receiving ball either to straighten up in catching ball or to 
slow up to receive it. The squad should be formed as follows 
for the purpose of practicing this pass: 

Center 

X 

7 

6 

5 

4 1 

3 

2 




No. 1 catches ball in manner described 

above, then returns ball to center and 

takes place in file occupied by 7, who steps 

up into the position previously occupied by 

6 who has moved up into place formerly 

held by 5. No. 2 takes ball next from 

FlG 139 half-back position. Continue this practice 

until all the men can take the bail properly 

in this manner and then shift the file to the right and have the 

pass made to the left. Change centers frequently (Fig. 139). 

2. From Quarterback for Line Buck: Use same formation 
as outlined above with exception that one man acts as quarter- 
back and passes ball to the men for a straight buck in turn. In 
taking the ball the man receiving it starts from the position 
described in preceding paragraph on starting position. He 
should keep his arms down by his legs until the quarter slaps 
the ball into the pit of his stomach — when he folds his arms 
over the ball keeping tight hold with his hands. Insist that he 
carry ball in this manner for five yards before he returns it to 
the center as described in above paragraph. The man receiv- 
ing the ball from the quarterback must keep his back bent at 
the hips and must not strighten up either upon receiving the 
ball or upon reaching imaginary scrimmage line. Men should 



Strategy and Tactics 



209 



not run in toward the center to get the ball. Practice this on 
both right and left side and change centers and quarters fre- 
quently (Fig. 140). 

For End Run, Quarterback Passing Ball: Use same for- 
mation as described above. The quarter should toss ball to 
halfback and then should run ahead in the interference. The 
quarter should pass ball to the belt line using both hands 
to pass with. The motion used in making this pass is a long 
sweeping motion. Receiver keeps low, and if running around 




Fig. 140. 

right end places ball under right arm with left arm free for 
stiff arm (See Fig. 142). If the start is from the right for a 
run around the left end the ball should be held under the 
left arm (Fig. 141). 

4. For a Punt: Use same formation as outlined in para- 
graph (1) direct from center, except that man receiving the 
ball stands directly back of center and about eight yards back. 
Practice pass for a kick and for runs both to right and left. 
In the runs the ball should be passed to the side so that the 
runner will have to catch it while at full speed. The man be- 
hind center stands erect with left foot forward as in kicking. 
He should start from the same position when making the run. 

14 



210 



Mass Physical Training 



Body Checking: i. High block. When a back runs inter- 
ference using the high block the hands are held tightly against 
the body with the elbows extended to the side. The object is 







Fig. 141. 




Fig. 142. 



to block a man on defense to keep him from getting at the man 
with the ball. To practice this have one man pass the ball 
from center, another assume position of left halfback to carry 



Strategy and Tactics 



211 



ball, another position of right half to run as an interferer and 

another to act as left end on defense, thus: 

1 






2 




8 


X 




7 






6 4 




3 


5 








1 — end on defense. 2 — center. 3 runs interference using 
high block against 1, 4 catches ball from center and follows 3 
for short run. 1 does not tackle 
4 but attempts to tag him 
(Fig. 143). 

2. Low Block: Throw body 
lengthwise across body of man p 
on defense. Stretch arms and 
legs at full length so as to make ; 
blocking surface as great as ~, 
possible. The side of the man 
blocking hits the man on de- 
fense at waist line. Do not 
attempt this from a run when 
men are dressed in regulation uniform, but practice from a 
standing position (Figs. 144 and 145). 



; • : •' ! 




Fig. 143. 





Fig. 144. 



Fig. 145. 



212 



Mass Physical Training 



Passing from Center: Center holds ball firmly on ground 
with hands well upon front end of the ball, one hand on each 
side. When passing to quarter the ball should be passed quickly 
back to the quarter, who takes the ball with one hand below 
the ball and one on the upper side. In snapping back for a 
direct pass to a halfback running around end the ball is passed 
so that the runner will have to reach for it on the run, but the 
pass should be so timed that the runner will be able to catch it. 

In passing back for a punt or a 
run from a punt formation pass 
the ball end-over-end rather 
than by spiraling it (Fig. 146). 
Forward Passing : Lay the 
ball on the hand, with the back 
end of the ball rather than the 
center of the ball on the hand. 
The fingers should be over 
the lacing. Use the overhand 
motion and throw with a snap 
of the wrist, causing the ball to 
spiral in its flight. Practice 
first passing the ball a short 
distance before attempting long passes. First teach each 
man in the squad how to hold the ball and how to throw it, by 
forming the squad in open ranks, the front rank facing the 
rear rank with a fifteen-yard interval. Each man passes across 
the interval to one of the men opposite. After they have 
learned to pass to a fixed target teach passing to a moving 
target, using the following formation: 




Fig. 146. 



3 

4 

5 

6 

7 



8 



Strategy and Tactics 



213 



When the center snaps the ball back to 8, who takes it on 
the run to the right, 1 runs down the field. 8 receives ball 
from center, runs to right and passes to 1, who catches it over 
his right shoulder. The file moves up and the passing is re- 
peated until every man in the squad has learned to forward 
pass properly (Fig. 147). 

Kicking: The kick off is practiced by having one man 
practice kicking off to the other seven, who are spread out 
down the field. The kick off is practiced thus: Place ball on 
ground on one end 
with top end slanting 
toward kicker. Loose 
dirt can be used to 
form a pocket for hold- 
ing the ball in position. 
The kicker should take 
five or six steps run- 
ning toward ball and 
kick it while it is rest- 
ing in this pocket. At 
first do not attempt 
long kicks but prac- 
tice accurate kicking. 
Each man on squad 
should practice this 
kick many times. The 
other men on the squad catch the ball and return it to the kicker. 

The punt is made by dropping ball on the instep of the 
kicking foot as the leg is swung forward. A right-footed 
kicker stands with left foot forward, then takes one step with 
the right foot and one with the left, then kicks with the right 
foot. The foot should follow through, and all preliminary prac- 
tice should be devoted to accurate kicking rather than to dis- 
tance kicking. Practice this the same as in kick off. The ball 
should be held with the hands on the two sides, and great care 
should be exercised in dropping it so as not to give it a twist 
at the moment of release. As soon as straight punting is 




Fig. 147. 



214 Mass Physical Training 

mastered the men should be taught to swing the leg with a 
side motion so as to give a longer arc in the kick, and later 
spiral kicking should be practiced. The spiral is given to the 
ball by a twist of the ankle and toe at the instant the ball 
leaves the shoe. 

After learning to kick a ball set on one end on the ground, 
and to punt, teach the men on each squad to drop kick. The 
drop kick is made by dropping the ball on the ground and 
kicking it the instant it bounces off the ground. The ball 
should be dropped on one end and the shoe should meet the 
lower end of the ball. 

To practice place kicking have one man hold the ball while 
the man holding it is lying flat on the ground with his arms 
extended, the ball held resting lightly on the first and second 
fingers of the lower hand. The fingers should be well spread. 
As the kicker runs forward to kick the ball the man holding it 
should press down with the upper hand and at the same time 
quickly pull the lower hand out from under. Great care should 
be exercised in keeping the ball straight as the hand is with- 
drawn. The ball should be slightly inclined toward the kicker. 
The man kicking should measure the distance required for the 
swing of his leg by standing on his left foot and swinging his 
right foot against the spot on the ball where he is going to kick 
the ball. He should then mark the place where his left foot 
will stand and should take as few steps as possible in his run 
to the ball. As an aid to accurate kicking draw a line on the 
ground and swing the kicking leg on this line. Never take the 
eyes away from the ball when kicking until after the kick has 
been made. 

Catching the Ball: Kicked balls should be caught with 
hands upreached for the hall which should touch the hands 
before it touches the arms. At the moment the ball strikes 
the hands pull them in toward the body. Do not catch ball 
in^the arms. 

Forward passes are caught over the shoulder of the receiver 
of the pass with the back toward the most dangerous de- 
fensive man. 



Strategy and Tactics 215 

Picking up Ground Balls : Form squad in a circle and place 
ball in center. Each man in turn runs forward picking up ball 
on the run and then in turn places it on the ground for the 
next man. Practice this until every man has learned to pick 
up the ball without slowing up. In picking up ball both hands 
should be used and the receiver should run with his body low 
to the ground and with feet well spread. 

EQUIPMENT 

The strategy and tactics of football should be taught in 
such a way that the men will not require football uniforms 
and so that they will not tear their service uniforms. Further, 
it is impracticable to provide tackling dummies and other para- 
phernalia which is commonly used in developing teams. All 
the equipment which is required consists of a few rugby foot- 
balls. Where it is possible use charging sled long enough to 
permit eight men abreast to charge against it. These can be 
easily constructed so that every company play area will 
have one. 

THEORY AND DEMONSTRATION OF OFFENSE 

1. The first thing to learn on offensive is that 90% of the 
success of the offensive play depends upon the execution of the 
play rather than upon the play itself. The winning football 
team is always composed of men who can block and charge 
and tackle and handle the ball properly. In fact, such a 
team will win with a few simple well executed plays. As 
a rule a team which has devoted most of its time to 
mastering team play, intricate signals, and a large number 
of plays will have neglected the fundamentals, and further 
the players will have become imbued with the idea that they 
can win by strategy rather than by hard work. Conse- 
quently, a simple style of offense is suggested as a basis upon 
which to build. 

2. Normal Offense: This is the simplest formation and the 



216 



Mass Physical Training 



easiest learned. Two end runs, two bucks, and one forward 
pass are suggested from this formation, as follows: 




o o 

/ /f 

O O X O 

5 6 7 8 9 10 11 

^ > o 

4 



Run to right 10 and 11 block tackle, 9 blocks guard, 8 
passes ball then blocks center, 7 attempts to block full back, 
6 blocks guard then attempts to block off most dangerous de- 
fensive man, 5 follows behind watching for fumbles, 4 passes 
ball to 1 and runs in interference blocking off any man who 
breaks through line, 3 blocks left end on defense, 2 runs inter- 
ference for 1. The play goes off offensive right tackle. 1 takes 
ball from 4 and drives hard over tackle. 

Run to left. Same as run to right with conditions reversed. 

Buck Through Right Side: 



<\. ? 

A t 

X o o o 

8 9 10^11 





9 and 10 block opposing guard, 11 blocks tackle, 8 blocks 
center, 7 blocks guard, 5 and 6 break through to block off de- 



Strategy and Tactics 



217 



fensive backs, 4 passes ball to 3 who drives forward over 
opposing guard taking the hole on either side wherever it 
opens, 2 runs back with the passing of the ball as though for 
a pass, and 1 watches for a fumble. 
Forward Pass: 




11 runs down field fast for pass over head of left half-back 
on defense, 10 blocks tackle, 9 blocks guard, 8 blocks center, 
7 goes thru to lead interference, 6 blocks tackle, 5 goes behind 
full back for pass, 2 and 3 protect 1 who receives ball on direct 
pass for forward pass to 4, 11 or 5. 

3. Shift to Right (left) : Preliminary shift. 7 and 9 step 
back on line with 4. 



O 

5 6 



X * 

8 10 



o 

11 



* Space between tackles and center open. 

When signal is given 11 shifts outside of opposing tackle 
and 7 and 9 shift into line between 10 and 8, 10 shifts to right 



218 



Mass Physical Training 



to make room for 7 and 9, 6 shifts over to fill the place left 
vacant by 7 and 5 takes position previously occupied by 6, 4 
steps to left one pace, 3 shifts upon line with 4, one yard be- 
hind space between 7 and 9, 2 takes position two yards behind 
3, and 1 moves over on a line with % directly behind 8. 
Line Buck on Shift to Right: 




7 and 9 shift on signal into line and when the ball is passed, 
block opposing guard, 10 and 11 block tackle, 8 takes center, 
6 blocks guard and 5 blocks tackle and then attempts to block 
full back, 3 leads play through hole made by 7 and 9, and 2 
takes ball from quarter and follows 3, 1 watches for fumble. 

End Run to Right: 




a 

Z o o o/o 




10 and 11 block tackle, 7 and 9 block guard, 8 blocks center, 
6 blocks guard then gets in front of play, 5 blocks opposing 



Strategy and Tactics 



219 



fullback, 2 and 3 block end out, 1 takes ball on direct pass and 
carries ball over right tackle, 4 follows play and watches for 
fumble. 

Delayed Pass for Run on Short Side: 



o o o o o 

A f /f fi\ 

O O X O o 

5 6 8 7.9 10 
o 
4 




5 blocks tackle, 6 blocks guard, 8 blocks center, 7 and 9 
block guard, 10 and 11 block tackle, 3 fakes to take ball from 
quarter for run around end but instead blocks right end, 1 
fakes to take ball from quarter for buck through right guard 
and 2 takes ball for run to left with 4 running his interference. 

Forward Pass: 

J to 




5 runs down field to receive forward pass, 6 blocks guard, 
8 blocks center, 7 blocks guard, 9 and 10 block tackle, and 11 



220 



M 



ass 



Physical Tra 



1 n 1 n g 



runs back of fullback for pass, 3 runs down field back of left 
half on defense for pass, 4 and 2 protect 1, who takes ball on 
direct pass from center and forward passes to 5, 3 or 11. 

Shifts to left are the counterpart of the shifts to the right. 

4 Kick Formation. — Punt: 



O 

10 



o 

11 





1 

The best kicker drops back to the position occupied by 1 
in the diagram for the kick. When the ball is passed 5 and 11 
run down the field under the kick and attempt to tackle the 
back who receives the kick; failing in this they turn the play 
in. 6 likewise starts with the pass back provided the kicker 
kicks with his right foot. 7, 8, 9 and 10 block as long as neces- 
sary and then hurry down under the kick. 4, 3 and 2 protect 
the kicker until the ball is actually kicked. 

Run from Kick Formation. Run to Right : 



o o o 

t f t \ 

O O X O O 

5 6\ 7V8 9 10_ 11 




Strategy and Tactics 



221 



1 takes ball on run from center. 2, 3, 4, 6 and 7 form inter- 
ference to right. 8 blocks center, 9 guard and 10 tackle, 11 
blocks end in and 5 runs across to block defensive back. 

Run to Left: Counterpart of run to right. 

Quarter Back Buck: 

o o o o 

t /\ A \ 

o o oX o A o 



I 



Forward Pass 
O 

A 




o 

11 



5 and 11 go straight down field for pass, 6 and 7 cut across 
to form interference, 8 blocks center, 9 guard and 10 tackle, 2 
15 



222 Mass Physical Training 

and 3 protect passer and 4 runs across behind line for short 
pass over opposing line men's heads. 1 runs to right and makes 
short pass to 4 or long pass to 5 or 11. 

FUNDAMENTALS OF DEFENSE 

Defense for Normal Formation : Center plays in line with 
option of using his judgment as to when to tackle around the 
ends. As ball is snapped back he charges opposing center and 
protects against attack through either side of the offensive 
center. The guards charge with hands against opponents' 
heads, attempting to drive them back. The tackles charge 
ends and then go through to break up interference, while the 
ends play safe by charging straight in to turn the play in, at 
the same time watching for opportunity to tackle runner or 
to break interference if necessary. The fullback backs up the 
line and plugs the hole if a line buck is attempted. The full- 
back must be careful not to start until he is sure where the ball 
is going, otherwise he will be fooled on split bucks. If the 
play goes around either end the fullback should be there to 
make the tackle if possible. The halfbacks play safe to make 
sure that forward passes are not made in their territory. Con- 
sequently, they must not be too anxious to back up the line. 
At the same time they must back up the line and reinforce the 
ends, and the fullback in case end runs are attempted. The 
quarterback plays back about twenty-five yards, and watches 
out for long forward passes and kicks, and stands ready to 
make the tackle in case the others in front miss the runner. 

Defense for Shifts: When the shift is made which places 
four men on one side of the center the whole defensive line 
shifts one-half a man the same way. This shift must be made 
quickly or the attack will be made while the line men are in 
motion to the side. The dangerous play from the shift is off 
tackle, so the line men should expect that three-fourths of the 
plays from the shift will be aimed at tackle. The advantage 
gained by a shift is one of two kinds, and perhaps both; one 
advantage comes from getting the jump on the defense and 
the other from shifting men so as to use the men to the best 



Strategy and Tactics 223 

advantage in the attack. When the strength of the attack is 
shifted to one side the fullback on defense should likewise shift 
over to meet the attack. When offensive takes first position on 
a shift the defensive line should drop back a yard and shift up 
and over with the offense. 

Defense for Kick Formation: When opponents take a 
kick formation the quarter should drop back a safe distance 
to insure that the ball will not be kicked over his head. The 
fullback likewise drops back and takes a position about ten 
yards in front of the quarter to help with kicks and likewise to 
guard against forward passes and end runs. In case the op- 
posing kicker is placing his kicks well to the side it may be 
necessary for the fullback to line up even with the quarterback. 

As the ball is snapped the two guards and center work to- 
gether to get one man through to block the kick thus: right 
guard pulls opposing guard to right, left guard pulls opposing 
center to left, and center charges through. The tackles watch 
for bucks and runs, but at the same time watch for opportunity 
to block the kicks. The ends guard against end runs by ccming 
in straight and making sure that the runs do not go outside of 
them. They likewise should watch for forward passes. to have 

Touching Scrimmaging: Since it is not advisable 
tackling and actual blocking on the drill-ground for soldiers 
dressed in the service uniform, all plays should be executed 
in what is known as touching scrimmage. In this the offensive 
players block off with a high block the defensive players, 
and the defensive players tag the man with the ball. This 
makes possible the running off of plays without injury 
or torn clothes, and still permits the practice of the strategy 
of the game. 

B— SWIMMING AS A MILITARY ACCOMPLISHMENT * 

The inability to swim has been responsible for the loss of 
many thousands of soldiers. More than this, lack of experience 
and confidence in the water has seriously handicapped, or 
caused the complete failure of, attempted maneuvers. The 

* Prepared by Mr. Fred. W. Luehring. 



224 Mass Physical Training 

present war, with its U-boat perils, its battles over streams, 
canals and flooded areas has served to give a new emphasis to 
this important factor in military training. Literally tens of 
thousands of soldiers have lost their lives in the recent war 
alone because of their inability to handle themselves success- 
fully in the water, due to their ignorance of the simplest 
methods of swimming. 

Most soldiers do not realize that it is really easier to swim 
a short distance in full equipment than it is without equipment. 
For this reason the recruit should be given a systematic train- 
ing in swimming with and without equipment in order to give 
him the confidence which comes from actual experience in the 
water, and to enable him to ford streams or to save himself 
from drowning in water-filled shell-holes. 

Under service conditions the soldier is not likely to be called 
upon to swim long distances; nor is it ever necessary for him, 
under ordinary conditions, to take the water by diving. If he 
is a member of a landing party, or if he is fording a stream, and 
is reasonably skillful in handling himself in the water, he can 
get ashore without wetting his rifle. 

It is therefore strongly recommended that just as soon as a 
soldier has acquired an elementary knowledge of swimming, he 
should be given practice in swimming with a gradually increas- 
ing amount of equipment until he is able to negotiate a reason- 
able distance in the water without becoming exhausted or 
without having spoiled the efficiency of his equipment. 

Although it would be desirable for every soldier to be an 
expert swimmer, individual difficulties and our habits of life 
make this impossible. A most valuable beginning may . be 
made, however, by selecting such swimming activities for the 
army as have most military value. Such activities should in- 
clude (1) a good working knowledge of some of the most valu- 
able fundamental strokes, (2) ability to swim with arms or 
legs only, or when fully dressed and carrying full equipment, 
(3) a fair knowledge of the fundamentals of self-defence in the 
water, including the methods of rescuing those who are in peril 
of drowning, and (4) at least an elementary experience in com- 



Strategy and Tactics 226 

petitive swimming activities for their recreational value. 
Speed-swimming and diving, although valuable physical ac- 
complishments, are exceedingly difficult of attainment, and 
hence cannot be accessible for the average soldier. 

Of the seven generally accepted fundamental strokes, only 
three have real military value. These are the side stroke, the 
breast stroke, and the back stroke. These are also the strokes 
which have the greatest general utility. 

The side stroke is undoubtedly the most valuable of all 
swimming strokes, either for the soldier or for the civilian. It 
is a stroke having all-around value. It is the stroke best suited 
to swimming with full equipment, since the body is carried in 
practically a floating position, which makes it also very useful 
in long-distance swimming. This stroke also leaves the body 
but little exposed if under fire, the upper arm being free to 
carry the piece, while the head is protected by the steel helmet. 
It is valuable for life saving, in the side-carry of unconscious 
or struggling subjects. It is the fastest of the strokes having 
military value, and forms the foundation for the speed-swimming 
strokes. The side stroke has practically no disadvantages, the 
only one worth mentioning is the fact that the head must be 
turned slightly in order to get one's direction in going forward. 
It is usually easy, however, to get direction from the side or 
the rear. 

The breast stroke is the oldest of the fundamental strokes. 
It is useful in reconnaissance or when one is unexpectedly up- 
set in deep water, since its position is the one most naturally 
assumed when it is necessary to get one's bearing. It is also 
useful in the "tired swimmer" or "cramp carry" in life saving, 
its frog kick being very powerful. The chief disadvantages 
of the breast stroke are, first, that it is not suited to swim- 
ming with full equipment, since the equipment disturbs the 
swimmer's balance and sinks the body too far below the 
surface; second, it is tiresome because the head must be 
carried too high; and third, that too much of the body is 
exposed to rifle fire. 

In the back stroke the body is maintained in the easiest 

15 



226 Mass Physical Training 

floating position. This is the best stroke for tired swimmers. 
Its frog kick is the most powerful kick for towing in life saving. 
It is also good for swimming with full equipment, since the pack 
in its normal position on the back adds buoyancy to the body. 
It is also possible for the soldier in this position to use the legs 
only in case of cramps in the arms or when both arms must be 
utilized in carrying equipment. The pack and the steel helmet 
afford some protection against machine-gun fire. The back 
stroke position is the most useful one when it is found neces- 
sary to divest oneself of shoes, clothing, or other equipment 
preparatory to a long swim. The only disadvantage is that it 
is difficult to get direction, since this must be secured from the 
rear and from the side. 

The only other stroke, if it may be called such, that has 
military value is an elementary type of crawl, sometimes called 
the confidence method of teaching beginners. The chief value 
of the elementary crawl consists in (1) acquainting the soldier 
with the natural buoyancy of his body, (2) enabling him to 
master the fundamentals of correct breathing, and (3) giving 
him confidence and familiarity with the water. The elementary 
crawl is simple in application, and lends itself easily to mass 
methods of instruction. By means of it large numbers have 
been taught to swim in an elementary way with only a very 
few lessons. Having served this purpose, it must be discarded 
for the other more fundamental strokes, since it is useless in 
swimming with full equipment or for life saving. 

METHODS OF TEACHING THESE FUNDAMENTAL STROKES 

Each of the strokes above outlined lends itself readily to 
mass methods of instruction, which are necessary when large 
numbers are to be taught in a short space of time. Each stroke 
can be taught first by drill on land followed by drill in the 
water. By means of land drills large bodies of men may be 
taught by a single instructor, the class formations being such 
as are employed in other forms of physical drill. Each move- 
ment is executed by a word of command, with proper timing 
and coordinations. 



Strategy and Tactics 227 

Land drills are found to be of immense value because it is 
manifestly easier for the pupil to grasp the correct idea when 
his feet are on dry land and his head securely out of the water. 
Once the land drill is mastered, the instruction is transferred 
to the w r ater. For this purpose it is well to have a considerable 
space of water not more than three and one-half or four feet 
deep. The unit of instruction might well be the squad. Each 
instructor can handle two squads at a time comfortably, one 
squad trying the movements while the other squad follows 
along as assistants. 

It is well in teaching the land drill to simplify the instruc- 
tion by analysis, as follows: (1) execute the recovery and 
stroke with one arm alone giving careful attention to correct 
form, (2) ditto for the other arm, (3) the same using both 
arms, (4) the same using right leg, (5) left leg, and (6) combina- 
tion of arms and one leg simultaneously. 

LAND DRILL FOR SIDE STROKE 

Starting Position: The position of attention with the ex- 
ception that right (left) arm is elevated directly upwards, palm 
turned outward. 

On the Command of i. Recovery of under arm. The 
upper arm is extended sidewards and downwards, being slightly 
bent at the elbow until it reaches the side at the thigh, while 
the lower arm is raised by first elevating the forearm and then 
extending the arm forward and upward to a point of comfort- 
able reach just above the face. 

2. Stroke of Under Arm: In this movement the arms are 
again returned to the starting position, the arm which was 
originally extended being returned to the starting position 
endwise with as little resistance as possible, while the other 
arm is brought downward and back to the thigh with emphasis 
and the utmost resistance. In the land drill the legs are exer- 
cised alternately, the body being maintained on one foot while 
the other participates in the stroke. For example, on count 
of (1) (if swimming on the right side) the upper leg assumes 
kneeling position with the knee extended forward, and on 



228 Mass Physical Training 

count (2) the leg is first fully extended with toes pointed and 
then vigorously kicked back to the starting position. The 
right or under leg in turn is employed as follows: On count 

(1) on recovery the leg is brought to a backward kneeling 
position. On count (2) or stroke the leg is simultaneously 
extended back, the toes pointed, and the entire leg vigorously 
kicked forward to the starting position. 

It is best to teach the land drill by using (1) right arm only, 

(2) left arm only, (3) both arms simultaneously and (4) both 
arms and one leg simultaneously, repeating recovery and stroke 
several times while using the upper leg, and then repeating the 
completed movement with the under leg. 

A land drill in breathing may also be employed by giving 
the command (1) inhale (on recovery) and (2) exhale (on stroke) 
The breathing is then combined first with the completed arm 
stroke, and finally with the completed arm stroke, including 
one leg. 

LAND DRILL FOR BREAST STROKE 

Starting Position: Position of attention with both arms 
raised and extended forward and upward at an angle of about 
45 degrees from the vertical, fingers extended together and 
palms pointing downward. 

On the Command i : * Bring the arms vigorously to the side 
and fully extended on a line with the shoulders, and on count 
of (2) bend the arms slowly at the elbow, bringing the hands 
to a position just below the chin with fingers touching, palms 
downward, (3) shoot the arms vigorously forward to the origi- 
nal starting position. 

The leg movements come in on counts 2 and 3. In the 
land drill only one leg can be used at a time. The instructor 
indicates which one is to be used. For example: Land drill 
for breast stroke, using right leg. On command (2) the right 
leg is bent at the knee and elevated to the side, foot depressed. 
On count (3) the leg is simultaneously extended outward with 
toes and knee straightened and vigorously kicked back to the 
original starting position. The leg movement should be exe- 



Strategy and Tactics 229 

cuted with the knee and toes turned to the side. The resistance 
to the water is secured by the sole of the foot and the back 
part of the leg. 

LAND DRILL FOR BACK STROKE 

Starting Position: Position of attention. 

Count I : Bend the arms at the elbow and bring the fore- 
arms upward over the chest in an overlapping position to the 
height of the shoulders, hands moving sidewise with least pos- 
sible resistance. (2) Arms are extended fully to the side on a 
line with the shoulders, palms turned toward feet. (3) The 
arms are returned vigorously sideward and downward to the 
original starting position. The legs execute the frog kick, the 
recovery being made on (2) and the stroke on (3) as in the 
breast stroke. Only one leg stroke can be practiced at a time 
when executing this land drill in standing position. The drill 
can also be given by having the class lying on their backs thus 
permitting the execution of the completed movement. 

THE CONFIDENCE METHOD 

No land drill is necessary for the elementary crawl or con- 
fidence method, the squad being at once taken into water waist 
deep, the men facing the shore. The work is divided into 6 
successive steps : (1) Submerge — the object being to familiarize 
the individual with the natural buoyancy of his body, (2) plunge 
forward, face downward, keeping eyes open under water, illus- 
trating ability to float and to make progress in the water, 
(3) plunge forward, face downward, and kick, keeping eyes 
open, and (4) plunge forward on face and stroke alternately 
with the arms, (5) plunge forward, kick with legs and stroke with 
arms simultaneously, (6) execute with correct breathing. 

All movements are executed by verbal commands or by 
whistle. Movement No. 1: On command 1 take a deep 
breath and submerge by bending the knees and the trunk, 
holding the breath while lying in the water face downward. 
2. Rise and exhale. Repeat the exercise exhaling under 
water. This exercise teaches the individual that he will not 
sink while his lungs are filled with air. Movement No. 2: On 



230 Mass Physical Training 

command 1, take a deep breath and plunge forward, face down- 
ward, holding the breath and with arms and feet fully extended. 
Open the eyes under water, in order to see the progress being 
made and to gain familiarity with the water. On command 2, 
rise and exhale. Repeat the exercise exhaling under the water 
before the command "rise" is given. Movement No. 3: Same 
as No. 1, with the addition of the kick of the legs, which should 
be executed from the hips with legs straight and fully extended, 
the movement being a succession of small scissors. Execute 
first by holding the breath, and second, by exhaling under 
water. On command 1, plunge forward and kick 2. Rise. 
Movement 4: Plunge and stroke, same as No. 2, with the 
addition of alternately stroking the arms. The arm movements 
are executed as follows: Starting with both arms fully ex- 
tended, draw the left arm (right) slowly downward and back- 
ward, slightly bent at the elbow until it reaches a position 
fully extended at the side. The recovery is executed above 
the surface of the water by bending the arm at the elbow and 
elevating the arm until the hand clears the surface of the 
water, after which it is advanced sideward and forward to the 
original starting position. Repeat alternately with both arms, 
first while holding the breath, second while exhaling under 
water. Command 1, plunge and stroke with the arms. Com- 
mand 2. Rise. Movement No. 5 : Plunge and kick and stroke 
with arms; first while holding the breath, second while exhaling. 
Command 1. Plunge, kick and stroke with arms. 2. Rise. 
Movement No. 6 : Complete movement with correct breathing. 
Inhale once with each double arm stroke. By introducing a 
slight roll of the body from side to side slightly move to one 
side then to the other, and turning the head to the highest side, 
the mouth will be above water at regular intervals. Inhale 
through the mouth on the recovery of the upper arm. Exhale 
through the nose under water on the stroke of the upper arm. 
As indicated above, the chief value of the elementary crawl 
is to develop confidence and familiarity with the water, and to 
gain at least an elementary swimming ability. This stroke is 
of no further military value since it is useless for life saving or 



Strategy and Tactics 231 

for swimming with full equipment, and at the best is valuable 
only in an emergency or as a stepping stone in the process of 
gaining a better education in swimming. 

LIFE SAVING 

After learning how to swim, each soldier should be given 
some fundamental training in life saving, first for self protection, 
and second, to enable him to rescue others. This instruction 
should take the form of (1) treading water, ability to swim 
with legs or arms only, methods of breaking typical drowning 
holds; (2) methods of towing helpers or struggling persons in 
deep water; (3) resuscitation and after-treatment of the ap- 
parently drowned. 

Breaks: Numerous breaks of so-called death grips have 
been invented. It would take too much time to familiarize 
each soldier with all of them. It is relatively easy, however, 
to teach a few breaks which are typical and generally useful. 
These should include (1) the wrist holds, executed upwards 
and downwards, (2) the front strangle, and (3) the back 
strangle. Each of these breaks can be practiced in drill first on 
land; second, while standing in the water; and third, while 
swimming or floating in deep water. Although it is possible 
and desirable to teach the typical breaks for drowning holds 
on land and in shallow water, it is unwise to try to execute 
them in deep water until the subjects are able to tread water 
and to swim at least fairly well. 

Land Drill for Breaks: Class Formation. (1) Each in- 
structor should have his men drawn up in two ranks. Have 
the front rank "about-face," so that number one of the front 
rank and number one of the rear rank would engage each 
other, etc. The break for each wrist hold should be practiced 
several times downwards and several times upwards, first 
with the front rank acting as subject and the rear rank as 
rescuers, and then vice versa. 

Wrist Hold Downward: Commands. Front rank rescuer, 
rear rank subject. Count 1. Front rank assumes position 
with forearms vertical with arms extended slightly forward. 



232 Mass Physical Training 

2. Rear rank grasp wrists of front rank. 3. Front rank break 
hold by jerking arms downward, inward (against opponent's 
thumbs) and backward with utmost snap and vigor. Repeat 
with rear rank as rescuer. 

Wrist Hold Upward: Front rank rescuers. Command 1. 
Front rank hold arms extended downwards and slightly for- 
ward towards rear rank at angle of about 45 degrees from ver- 
tical. 2. Rear rank grasps wrists of front rank. 3. Front rank 
jerk hands inward (against thumbs) upwards, and backwards, 
with utmost vigor and energy. Repeat several times and then 
reverse, rear rank acting as subjects, and front rank as rescuers. 

Front Strangle: Front rank acting as rescuers, and rear 
rank as subjects. Command 1. Rear rank grasps front rank 
tightly around neck with both arms pinning opponents tightly 
to their chests. 2. Front rank place left hand on the small of 
opponent's back and right hand around and outside the op- 
ponent's arms with heel of the hand against opponent's chin, 
fingers clasping his nose and shutting off his breath. 3. Pull 
with the left hand and push with the right hand with sufficient 
emphasis and energy to break hold. Care must be used in 
practice, for opponent might be seriously injured by too vigor- 
ous methods. 

Back Strangle : Front rank about face. Front rank acting 
as rescuers, and rear rank as subjects. Command 1. Rear 
rank clasp opponents around the neck with both arms. 2. 
Front rank grasp small finger or thumb of opponent's upper 
hand with corresponding hand, namely left hand grasps left 
and right hand, right. 3. Peel off upper arm vigorously. 4. 
Swing hips sharply outward turning body towards opponent's 
free hand and placing both hands against opponent's chest. 
5. Push opponent away vigorously, at the same time ducking 
your head downward and outward so that your head will slip 
out under the arm pit of opponent's arm. 

CARRIES 

The carries which are most valuable for a soldier are the 
tired swimmer or cramp carry, and the struggling or uncon- 



Strategy and Tactics 233 

scious subject carry. The tired swimmer or cramp carry is 
executed as follows: The rescuer swims with breast stroke. 
The tired swimmer takes the position of floating on the back 
and places the hands with arms fully extended on the oppon- 
ent's shoulders, one on each side of his head, the subject's legs 
trailing on each side of the rescuer's waist. Subject should 
keep arms fully extended, chest high and body straight at hips. 

Struggling or unconscious subjects carry is executed as 
follows : The rescuer swims with side stroke, using the upper 
arm to carry the subject. The subject is carried on his back, 
the rescuer's upper elbow being crooked around the subject's 
chin (not the throat, as this would strangle the subject). The 
subject should be carried directly on the rescuer's side. The 
rescuer must keep constant lookout to see that the subject's nose 
and mouth are constantly kept above the surface of the water. 

Where conditions are favorable very valuable practice and 
experience can be gained in swimming activities through the 
use of competitions where platoons or companies in full service 
equipment swim ashore from floats, or ford streams and deploy 
at a certain point in skirmish formation ready for action. 
Competitions of this sort are so valuable in the training of the 
soldier that commanding officers will recognize the desirability 
of encouraging various contests of this sort among the units of 
their command. 

C— THE STRATEGY AND TACTICS OF BASEBALL* 

It is to be distinctly kept in mind that the baseball instruc- 
tions which follow are written for amateur ball players, not for 
professionals. The game of baseball, as played by men of 
ordinary ability, differs considerably from that played by the 
best professionals, because the opposition in each case is dif- 
ferent. It is much easier to steal bases in the amateur game, 
because the opposing pitcher is usually not adept at holding 
base runners close to the bases, and the catcher cannot throw 
so well. These instructions are written for the grade of ball 
players which will be found on army teams. 

* Prepared by Mr. George Huff. 



234 Mass Physical Training 

MASS BASEBALL 

Large numbers of men can be given the advantage of base- 
ball practice in a comparatively small space in the following 
ways: 

Infield Practice: A man should bat grounders, while an- 
other man, to be called the first baseman, should stand within 
ten feet of the batter. This man should have a base so that he 
can practice the foot work that is used by a first baseman. 
The fielders should be lined up by squads of from five to ten 
men one hundred and ten feet away from the batter. The 
man on the left of the squad should advance ten feet and the 
batter should hit a ground ball. The man should try for the 
grounder, wherever it goes, and as soon as he gets it he should 
throw it back to the first baseman. The man then takes his 
place on the right of the line, and the man on the left takes 
his place. 

Outfielding: This is done in the same manner as done for 
the in fielders, except that the ball is batted on the fly, and that 
the squad be two or three hundred feet from the batter. It is 
imperative in this practice that each man takes his turn and 
tries for the ball wherever it goes. In outfielder practice, one 
man should be stationed halfway between the batter and the 
outfielders to relay the throws. It is too hard on the arm to 
throw the ball the entire distance each time. 

Bunting: A squad of from five to ten men should stand 
in a line. One man with a bat stands twenty -five feet 
from the center of the squad. The ball is tossed to the 
batter, who hits it with moderate speed along the ground 
back to any one of the line, who returns it to the batter. This 
practice is valuable in teaching the batter to watch the 
ball, and in giving fielders practice in quick handling of the 
ball A and|in^stooping. 

Batting and Pitching Practice: If there is sufficient room 
on the field, a squad may be detailed to bat against those who 
are moderately proficient in pitching. If room is limited and 
there is danger of hitting other players, a play-ground ball 
may be used. 



Strategy and Tactics 235 

PICKING THE TEAM 

In selecting candidates for a baseball team, there are three 
qualities of prime importance to be considered: nerve or cour- 
age, brains, and physical ability. 

A team must have a pitcher, for a pitcher is half of the team, 
and in the estimation of many the pitcher is seventy -five per 
cent of the team. With a poor pitching staff, the pitchers 
should receive attention, even to the detriment of the remainder 
of the team, if necessary. Try out all possible candidates who 
show any signs whatever of being able to pitch; some of them 
will prove a surprise at times. 

Second in importance to the pitcher is the catcher. He 
should have a good arm, a good head, and should be brim full 
of pepper. He should be the liveliest man on the team. All 
the remainder of the team is facing him; their attention is 
drawn to every move that he makes. He faces them all, and if 
he is full of ginger and life his actions will prove infectious to 
the remaining players, and soon the whole team will be on its 
toes playing at top speed. On the other hand, a slow catcher 
who moves about like an ice wagon and seems half dead, will 
soon have the other players dragged down to his level, and the 
go and dash of the team will be killed. 

Shortstop and second base are important positions. These 
two positions average about eight chances per game apiece. 

Third base is, perhaps, the most difficult of the infield 
positions. This position averages four chances per game. 

Among other qualities, the height is a desirable one in a 
first baseman. 

In baseball the men need encouragement more than in 
any other sport. They cannot be driven as is done in football. 
Therein lies the fact that many good football coaches make 
poor baseball coaches and vice versa. The men must be taken 
along easily in baseball. Keep a watchful eye on the veteran 
players on the team. They are usually the men who deliver 
the worst brand of ball. The old men who have played the 
previous years are often tempted to rest upon their laurels and 
do not play up to form. They regard their places as secure 



236 Mass Physical Training 

and do not deliver the best that is in them. To offset that 
tendency give new men the preference. That will wake up 
the old men and get them to thinking and also to playing, 
for their lives depend upon it. 

THROWING 

As a general thing, ball players throw too much and too 
hard in practice. Half of the candidates who appear for a 
team have dead arms as the result of too hard or too long 
periods of throwing. The players should always take care to 
warm up well before they do any hard throwing. 

The overhand throw is stronger and more accurate than 
the side arm or underhand throw. The overhand throw is 
made by holding the ball with the two first fingers and letting 
the ball go over the ends of the fingers. The hand starts behind 
the head and is brought straight over. As the right hand is 
brought back preparatory to making the throw, the left foot 
is brought forward. 

The outfielders should always use the overhand throw, and 
the catcher uses it in throwing to the bases, except sometimes 
on bunted balls. The shortstop uses the underhand throw to 
second on short throws and after fielding slow hit grounders. 
The third baseman uses the underhand throw on bunts and 
slow hit grounders. 

The second baseman is in a class by himself when it comes 
to throwing. He uses overhand, side arm and underhand as 
the case may require or as conditions make it necessary. 

FIELDING GROUND BALLS 

The first thing to do in learning to field ground balls properly 
is to get into correct position before the ball is hit, a position 
which will enable you to start quickly in any direction. Take 
a stooping position, with the weight resting on the balls of the 
feet. Literally, the ball player should always be on his toes. 
The feet should be from twelve to eighteen inches apart, the 
knees bent, the hands on the knees and the eyes on the batter. 
As soon as the ball is hit the first consideration should be to get 



Strategy and Tactics 237 

the body directly in front of the ball. Do not handle the ball 
off to one side, it should be in front of the middle line of 
your body. 

When it reaches yon, keep the feet together, or at any rate 
not over one foot apart, directly in front of the ball. Do not 
get into the habit of having one foot advanced in front of the 
other. Many players pick up ground balls with the right foot 
advanced in front of the left, believing that in this position they 
can throw more quickly. This is a fallacious notion, because 
at the time you are raising your arm to throw, the left foot 
may be advanced and, by the time the arm is in position the 
feet are properly set. It can be noticed that the players who 
play with one foot advanced are nearly always uncertain. This 
is caused by their trying to throw the ball before they get it. 
Put this down as a maxim : Do not have one foot in advance 
of the other. 

In stooping to pick up a ground ball, the knees should be 
bent forward and spread apart. The bend should be dis- 
tributed equally between the knees and the waist. The body 
should bend forward at the hips. Do not make the mistake of 
keeping the feet apart and bending one knee inward, knock- 
kneed fashion. The head should be bent forward slightly. The 
hands should be kept very close to the body. Do not reach 
forward for the ball. Let it come to you. The fingers should 
be extended straight down, the outside of the hands touching 
together the entire distance. This may be an awkward position 
for anyone who is not used to it, but a little practice will show 
that it is the easiest and surest way to hold the hands. 

Watch the Ball: Now that you are properly set for the 
grounder, you are ready for the two great fundamentals, the 
two things of utmost importance. 

The first and most important is to watch the ball. It should 
be watched intently from the time it leaves the bat until it is in 
the fielder's hands. Very few infielders realize the importance 
of watching it closely enough. Most of them watch the ball 
until it is within about fifteen feet of them and then lose sight 
of it. There is nothing in baseball which will pay dividends 



238 Mass Physical Training 

so much as keeping constantly in mind, whether in the field or 
at bat, "Watch the ball." There are some infielders who do 
reasonably well on easy bounces and where the ball bounces 
true, but who fail miserably when the ball takes a false bound. 
Other infielders who get most of the bad bounces watch the 
ball until it is right in their hands. This fortunately is a very 
simple thing, but the player finds that it takes his utmost con- 
centration to do it always. Watching the ball is probably the 
biggest essential in handling grounders. 

The second fundamental is to keep the body very close to 
the ground. You will not make a mistake in keeping the body 
too low to the ground. Many infielders are not successful 
because they are scarcely ever low enough. Do not play as if 
you had a ramrod in your backbone. Bend your back, get 
down, keep very low. 

Another important matter is to advance on all slowly hit 
balls. Do not wait for the ball, go forward to meet it unless it is 
sharply hit. This does not mean that you should handle the 
ball on the run, but that you should take a few steps forward, 
depending on the speed of the ball, then stop and take your 
correct position. You should be stationary when the ball 
reaches you unless the ball be coming very slowly, in which 
case handle it on the run, using the underhand throw. Always 
try to get the ball on an easy bound. The easy ball to handle 
is the one secured on a pick up, just as it leaves the ground, or 
when it is at its greatest height on a long bound. But above 
all, watch the ball. 

PITCHING 

The selection of a pitcher is a difficult task. A pitcher can- 
not be judged until he works in a game. Men who look good 
in practice will blow up competely in a game, while other men 
who look like dubs in practice will turn out to be good pitchers. 
Some men who have practically no curves and not much 
speed can outpitch men who have a dazzling array of "stuff." 

The requisites for a good pitcher are: Nerve, Control, and 
Good Judgment. 

Nerve: One failure in a game should not condemn a 



Strategy and Tactics 239 

pitcher even though he explodes completely. He will often 
acquire confidence as he goes along. Rather encourage such 
men instead of censuring them. Timid men must have encour- 
agement. Such a man can often stand adverse criticism from a 
crowd when he knows his own coach and his teammates are 
with him. All baseball men need encouragement even more 
than men in any other sport. The "swellhead" should be 
tramped on repeatedly and hard, for nothing else will cure him 
so effectively and quickly as a good "walking on." 

Control: No pitcher can hope to pitch effectively without 
it. If there is not much choice between pitchers choose the 
man who has fair control and try in various ways to improve 
it. One of the best ways to secure control is to try for it while 
warming up. The pitcher should aim at a certain mark each 
time he throws the ball and not deliver it aimlessly. It is best 
for the catcher to hold his mitt in various positions and let the 
pitcher throw to it. Have someone stand behind the pitcher 
and direct him to throw at certain places and heights. Earnest, 
persistent practice is the only way in which any pitcher can 
secure control. 

One other factor in securing control consists in the pitcher 
gripping the ball in the same manner with respect to the seams 
every time he throws the same kind of ball, be it curve or not. 
If he throws a fast ball, the fingers should be over the seam in 
the same manner each time. If he throws a curve ball the 
fingers should be along the seam in the same manner each time 
he throws that particular curve. 

Overhand pitching is easier to control than side-arm or 
underhand pitching. Pitchers using the latter methods are 
usually wilder than one who uses overhand delivery. One 
style of delivery is enough for any pitcher. If a pitcher's style 
of delivery is not good and he can change it easily, it is better to 
change it, but if he does not change readily, then leave him 
alone. If he has a good assortment of curves and can control 
them with his style of delivery, leave him alone. 

A change of pace is a valuable asset to any pitcher. Change 
of pace is most effective against a batter. Fast, slow and curve 



240 Mass Physical Training 

balls constitute a change of pace, but to deliver these at vary- 
ing speeds is better. That is, have an extremely fast ball 
which is thrown with all the speed possible and have another 
fast ball that is not thrown quite so hard. And so on with the 
slow and curve balls. 

A fast ball is good when straight, but a fast one with a jump 
or shoot upon it is much better. A jump on the fast one is 
difficult to obtain, and is not possible for many pitchers. If this 
jump or shoot does not come in holding the ball in the usual 
manner, then experiment by changing slightly the position of 
the thumb and fingers. 

The straight ball is thrown by gripping the ball with the 
first two fingers over a seam and the thumb on a smooth place 
and delivering it straight overhand, letting the ball leave the 
hand over the ends of the two fingers. The fingers over the 
seam will give the rotary motion. If the jump or shoot does 
not come on the ball when held in this manner, then try moving 
the thumb toward the little finger. Also try letting the ball go 
out between the second and third fingers when the delivery 
is made. 

Some pitchers throw an out curve by "thumbing the ball." 
That is, the thumb is pulled down almost even with the palm 
of the hand, and when the delivery is made the ball rolls out 
over the thumb. A better method, and one which makes it 
hard to distinguish the kind of ball that is coming, is to grip 
the ball in the same way that the fast ball is thrown and let 
the ball leave the hand by rolling over the first finger at the 
side. A wide side-arm movement will give the old-time round- 
house curve. If the delivery is made with the arm a little 
higher up, it will give an out drop. If the arm is brought 
straight over it will give the straight drop, which is better than 
the out-drop. In the delivery it is necessary to get the snap of 
the forearm and wrist at the finish. Grip the ball moderately 
hard. Another method of throwing a curve ball is with palm 
up and letting the ball go over the ends of the fingers. 

One method of throwing the slow ball is to grip the ball with 
the little finger and thumb, keeping the other fingers curved 



Strategy and Tactics 241 

close to the ball, but not gripping it. The trouble with this 
method is that it is very difficult to conceal the three fingers 
which are not gripping the ball. If they stick up they will 
betray to the batter what is coming. A better method is to 
grip the ball about the same way that it is gripped in throwing 
the fast ball, but the grip is only a half grip, for nearly half of the 
ball should be outside the first finger and thumb. In delivering, 
the ball leaves the hand when the thumb and first finger are 
parallel and the palm vertical to the plane of the ground. The 
hand precedes the ball in the throw. 

The spit ball is thrown by holding the thumb on a seam 
underneath and the two first fingers on a wet spot on a smooth 
part of the ball. The ball gets the rotary motion from 
the thumb. 

The pitcher should be a good fielder. He will field on an 
average about as many balls as the other infielders. He should 
practice fielding just as much as they do. Put him on the 
field and hit the ball to him in his turn when the other men 
are fielding. Also let him practice covering first base. Have 
him toss the ball to a batter who stands about twenty feet 
away and have batter bunt balls back to the pitcher who 
fields them. This will give him lots of practice on ground 
balls, and will make him quick and active in getting hold of 
the ball. 

The pitcher should be able to hold base runners close to the 
bags, especially first and second where there is danger of a 
man stealing. Often the catcher gets the blame for letting a 
man steal when the pitcher permitted the runner to get such 
a lead that no catcher could throw him out. To hold men up 
closely on the bases he must be able to get the ball away quickly 
and cleanly. A common fault with pitchers is that they raise 
the front foot too soon, when about to pitch, and thus allow 
the runner to get a good start. A pitcher should be careful not 
to lean too far forward and then have to bring his body back 
before he can pitch. This, if done, will aid a base runner in 
stealing. The pitcher himself should watch the first runner. 
If the pitcher is a quick acting man he can jump into throwing 

16 



242 Mass Physical Training 

position, at the same time drawing back his throwing arm and 
shooting the ball quickly to first. 

The pitcher watches the shortstop who signals when he 
wishes to try to catch the runner. The throw is a hard one to 
take. The pitcher and shortstop must practice much in order 
to get the throw properly timed. Constant rehearsal is nec- 
essary. The pitcher turns toward the shortstop so that he can 
have his eyes upon him all the time and makes an underhand 
throw a foot or two to the left of the bag. The throw must not 
be too hard. This is all important. 

The pitcher must always back up the bases. He will often 
save his own game by backing up plays. Keep after him on 
this point and also the other men. As soon as the ball is hit, he 
should get into action. As a rule the man backing up gets too 
close. He should be back thirty feet or more to be effective; 
otherwise an overthrow or a deflected ball will get away from 
him. When the ball is hit to the right side of the diamond, he 
should always start toward first base so as to be in position to 
cover it if necessary or to back up or recover dropped balls. 

The pitcher must be the best conditioned man on the team. 
If he is not in good condition, a two-bagger or more will often 
ruin him. After a hard run on the bases, he will go to the mound 
trembling and puffing from his exertion and take a good 
drubbing as a result. Give him an hour's practice in fielding 
bunts and give him some distance runs. 

The amount of actual pitching which a man should do 
varies with the man. Some men can stand much more than 
others. A weak man cannot do much. The average pitcher 
will pitch too much in warming up for a game. Fifteen minutes 
warming up is enough for any pitcher. He should start in 
easy and come up to three-quarter speed gradually, till just 
before he is ready to take the mound he can deliver ten to 
twelve balls at top speed. 

For the reason that he should learn the direction and 
velocity of the wind, a pitcher warming up for a game should 
pitch in the same direction that he will pitch during the game. 
This will aid his control. 



Strategy and Tactics 243 

CATCHING 

The catcher should stand with his feet well under his body, 
fairly close together, knees bent, and standing up on the balls 
of his feet. He must not sag down on his heels, else he is in a 
poor position to start quickly. His crouch should be low, for 
it will be easier to come up to catch a high ball, than to get 
down to a low one. The catcher should be relaxed at all times, 
with his fingers either straight up or straight down, so as not 
to get them broken. In catching with the ringers up or down, 
the ball will bend them, but will not break them. Get behind 
the ball every time, for nine-tenths of the passed balls are caused 
by the catcher reaching for them, instead of moving for them. 
Getting behind the ball in a crouching position with the feet 
moderately close together, puts the catcher in a much better 
position to throw. In throwing, simply take a step forward 
with the left foot and throw. Avoid making two steps. Try 
to bring your body around in a position to throw at the same 
time that you are catching the ball. It is a little awkward at 
first, but with a little practice, it is easy enough to do. 

The catcher should crowd the batter; in other words, keep 
right up under him, just close enough to keep out of the way of 
the bat. The only exception to this is when there is a man on 
second and there is a possibility of a steal and a consequent 
throw to third; then the catcher should move back a little, so 
that he will not have to throw over the batter's head. Other- 
wise keep up as close to the batter as possible, the closer the 
better. In going after foul balls, acquire the habit of throwing 
off the mask as quickly as possible and start running, even if 
you do not know where the ball is going, for in this way you 
will get many foul balls that you would not otherwise catch. 
Judging a foul ball is difficult, because the cut imparted by the 
bat makes the ball curve as it comes down. It should be 
remembered, however, that this curve always takes the same 
direction, unless interfered with by the wind. The foul ball 
always curves in the general direction of the pitcher. 

Try at all times to conceal the signals from the other side. 



244 Mass Physical Training 

The best way is to get down in a crouching position, cover the 
signals with the glove, and keep them back in between the legs. 

In receiving a throw at the plate, stand sideways half way 
across the line, for by standing ahead of the plate there is too 
much danger of the runner sliding back of you. 

Perhaps the greatest asset of the catcher is that of working 
the pitcher. Some pitchers have good judgment, but as a rule, 
the catcher works the pitcher. When the pitcher fields a bunt, 
tell him where to throw it. And, above all, do not let your 
pitcher work too rapidly. No matter how much he is told 
about taking a lot of time, he will invariably work too rapidly, 
so it is the catcher's duty to keep him in check and hold him 
steady. Especially when the team is going badly and the 
pitcher is going badly is the time for the catcher to make the 
pitcher take his time. Another thing, when the pitcher is wild, 
say, for instance, that his curve ball is constantly breaking 
outside for a ball, go up to him and say, "Your curve ball is 
breaking outside, start it over a little closer to the batter." 
Of all the many different things that the catcher can do to help 
the pitcher, the following two are the most important; talk to 
the pitcher between innings about the different batters and 
watch for the apparent weaknesses of the hitters. If you find 
some fellow is stepping badly away from the plate, remember 
that, and give the pitcher a signal for a curve ball. Whenever 
you find a batter that is particularly weak on a certain ball, 
give the signal for that ball every time. 

PLAYING FIRST BASE 

The footwork of the first baseman is of vital importance, and 
the mastery of it will usually make a first-class man out of a 
poor one who has not tried to master the essentials. When 
taking a throw the first baseman should always put both feet 
on or against the bag, one foot on each corner. On a wide 
throw hop over in order to take advantage of the width of the 
bag; that is, on a throw to the right side put the left foot on 
the right side of the base or vice versa on a throw to the left 
On a throw straight to the base reach forward to meet the ball, 



Strategy and Tactics 246 

for by doing so the baseman will oftentimes get the decision 
on close plays which otherwise would go to the runner. In 
taking a throw from the catcher, step into the diamond with 
the right foot, left foot on base, and hold the mitt as a mark to 
which the catcher can throw. 

Whenever possible, the first baseman, in fielding a batted 
ball, should touch the base himself. When the play is likely to 
be so close that there is danger of a collision, the baseman 
should slide head first to the bag, so that he will not lose the 
runner by slowing up to avoid the collision. The pitcher, of 
course, should cover the base on batted balls that are so far 
away that the first baseman cannot make the play himself. In 
this case, as soon as the baseman fields the ball, he should run 
toward the base and toss the ball a little ahead of the pitcher 
when the latter is two or three feet from the bag. 

On short hard throws, especially from second and the 
pitcher, stand with both feet against the base and squat 
slightly for it is much easier to come up for a high throw than 
it is to go down for a low one. 

On wide throws to the left it is sometimes best, when the 
runner is not too close, to step off the bag, take the throw and 
tag the runner. But above all, when the throw is so wide that 
it is impossible to field the ball and keep the feet on the bag 
at the same time, get the ball first and play it safe. 

When jumping for a high throw, kick out the foot so that 
it will alight on the base, rather than waiting until after alight- 
ing to touch the bag for the time thus saved will often win a 
close decision. 

On a throw from the pitcher stand with the right foot on 
the corner of the bag nearest home for this position minimizes 
the danger of being spiked by the runner. Never play back of 
first base, because there is too much likelihood that the throw 
will hit the man running to the bag and carom off in such a 
way that the base runner will get another base. 

The first baseman is responsible for seeing that the base is 
in its proper position ; but above all, do not play too far away 
from the bag, for a hit anywhere between the baseman and the 
base is always good for two or three bases. 



246 Mass Physical Training 

INFIELDERS 

Inflelder's Throwing: Infielders have a customary hard 
throw which they use in practice from day to day. Oftentimes 
in a game a fielder will attempt to make his throw sure by 
throwing it easier than he has been accustomed to throw it; 
indeed, he will sometimes lob it. This practice is not founded 
upon good judgment. 

In starting a double play, the throw should be made under- 
hand and without waiting to straighten up. To straighten up 
means a loss of time and in a double play will prove fatal. On 
a ball close to second it is sometimes possible and advisable 
to toss or rather scoop the ball to the other man on the second 
bag. Whenever possible the shortstop or second baseman or 
any other infielder for that matter should touch the bag him- 
self and then throw for the other put out. Otherwise, the 
liability of dropping the ball increases, and not only the second 
put out but also the first one may be lost. The second base 
man may turn either way in making his throw to second in 
fielding the ball. He should be guided in this by turning 
whichever way is the easier. To the shortstop there is but one 
choice — always to the left. The throw to the man covering 
second should be about the height of the chest, or in the posi- 
tion to make it easiest for the man to get the ball away quickest. 
The man should not waste a fraction of a second in getting the 
ball away, for time on this play is extremely important. There- 
fore he should be careful to cut out all waste movements. In 
taking the throw at second, the second baseman has his right 
foot on the inside corner of the base, and the shortstop has his 
left foot on the same place. Both step away from the base in 
completing the play, and thus avoid any possible interference 
from the base runner. 

Short Flies: Men in whose territory the short fly is hit 
should always start after the ball. Let the man who is to 
catch the ball always call for it, and call loudly so as to attract 
the other fellow's attention. Indeed he should almost scream. 
Collisions occur in all baseball, even in the professional ranks. 



Strategy and Tactics 247 

Nevertheless, an effort must be made to reduce these collisions 
to a minimum. The first man to call for a ball should have 
the right of way. In case of an infielder and an outfielder calling 
at the same time — the outfielder has the right of way as he is 
facing the ball. 

On slow-hit balls the fielders must pick up the ball on the 
run and throw in the same motion. They cannot wait to look 
for the baseman, but must instinctively know where to throw 
it. First and third should always be alert to handle bunts. 
The commonest fault is that these players do not play far 
enough in when a bunt is expected. They should play in close, 
and then as the pitcher delivers the ball they should come in 
on the run. On slow-hit ball coming to the shortstop the third 
baseman should cut across in front of shortstop and field the 
ball unless the shortstop calls for it. On slowly hit balls the 
first baseman has no general instructions, but must use his head 
and good judgment. 

The infielders should be kept farther to the left than they 
like to play because a player can cover more ground to his left 
than he can to his right. He can field easier going to his base 
and he is in a better position to throw once he has fielded the 
ball. The first and the third basemen should play close to 
the base to head off hard-hit balls between either one and the 
bag, for such balls are always disastrous. A ball hit through 
those two positions is nearly always good for two bases or 
more — frequently three bases and home runs. If the ball is hit 
between third and shortstop or between first and second there 
is an outfielder in front of it. When a fast left-hand batter 
comes up the shortstop should move in half way between his 
usual position and the base line. On a very fast left hander the 
shortstop should move in on the line. Otherwise he will never 
be able to throw the batter out. 

OUTFIELDERS 

The outfielder should start quickly after a ball is hit and 
go as fast as he can until he gets under the ball or where he 
judges the ball will fall. Then, if he has misjudged it, he still 



248 Mass Physical Training 

has time to rectify his mistake and get under it. If he runs so 
as barely to get under the ball and then finds that he mis- 
judged it, he will have no chance to retrieve his error and many 
times the ball will fall just out of his reach. 

There are two general methods of catching fly balls. In 
one, the hands are held about the height of the waist, the little 
finger sides of the hands together. In the other, the hands are 
held as high as the head or high above the head, thumbs 
together. Either method is all right, but both methods should 
be practiced and not one method exclusively, because there are 
some balls on which an outfielder cannot get set and use his 
pet form. 

The outfielder should have considerable practice in fielding 
ground balls. He should also have faithful practice on balls 
hit over his head. In a game the outfielders should play well 
back, for a ball hit in front of them is usually a single, whereas 
one hit over an outfielder's head is always good for extra bases. 
He should throw overhand, if possible, and should always get 
the ball back into the diamond quickly. To field balls hit 
over the head, turn and run at top speed and then, after cover- 
ing what seems to be the necessary distance to get under it, 
turn. Inexperienced players will find great difficulty in making 
the play, as thus described, and constant practice is necessary 
to insure reasonable success. 

Outfielders should do most of their practicing on the thing 
most difficult to do, which is to judge and to catch flies they 
have to go back on. 

Outfielders must pay attention to the direction and velocity 
of the wind. They must play in close or far out accordingly. 
However, they must not play in too close to enable them to 
learn the action of the wind, for a sharply hit ground ball or 
a line drive may get past them. Just before a game the fielders 
should practice in their regular positions and should have flies 
knocked to them from the direction of the plate. 

Outfielders should usually play deeper for the first men on 
the batting order, because they are nearly always the 
hard hitters. 



Strategy and Tactics 249 

For left-hand batters leave the fielders in the usual positions 
except that the left fielder should come in closer and the right 
fielder should play deeper. Many left-hand batters hit to left 
field, but seldom do they hit hard to that field. Of course, if 
the fielders know that the batter is very likely to hit to a cer- 
tain part of the field, they should all move in that direction. 

Players should station themselves according to the speed of 
their own pitcher. If he uses much speed, most of the right- 
hand batters are likely to hit to the right side of the diamond 
and to right field; the left-hand batters, to left field; if they use 
little speed, the right-hand batters are likely to hit to left field 
and vice versa with left-hand batters. 

When the right fielder tries to throw a man out at first, he 
should make the attempt only when the ball is hit to him 
sharply and in making the attempt, he must throw caution 
to the winds and come in fast on the ball and whip it to 
the baseman. 

On a ground ball, hit to the outfield or on a muffed fly 
which is quickly recovered, the fielder should play the ball two 
bases ahead of the base runner. In all cases get the ball back 
into the diamond quickly. 

Other qualifications being equal, play a left-handed thrower 
in right field. 

DEFENSIVE PLAY 

Fielding 

General: As a general rule, make easy, sure plays when 
well in the lead, rather than take difficult chances. 

Guard against useless throwing of the ball — that is, throw- 
ing the ball after the runner is clearly safe. 

Fielders should always call for a fly ball, even if there is 
no question about who is to take it. This will tend to confirm 
their habit of calling for it. 

Man on First and No One Out: The first and third base- 
men must play in close in order to be able to handle bunts. Of 
course, the first baseman must hold the runner to the bag until 
the pitcher starts to deliver the ball, then he must get in fast. 



250 Mass Physical Training 

The shortstop moves closer to second and the second baseman 
moves closer to first, so that they will be in position to cover 
second and first in case the first baseman fields the bunt. If 
the first baseman sees that the pitcher can field the bunt, the 
former should hustle back to the bag and take the throw 
because he is accustomed to taking the throws there. He is 
usually taller than the second baseman and consequently not 
so liable to make an error. If the third baseman fields the 
bunt, the pitcher must cover third to prevent the runner going 
on from second when the third bag is left uncovered. If the 
pitcher fields the bunt, then the third baseman must hustle 
back to his base. If the first baseman is a slow, awkward man 
who is used principally on account of his ability to hit the ball, 
then it is sometimes advisable to have the second baseman 
play in very close and field the bunts. 

When the infielders are playing for a double play, the second 
baseman and shortstop must play in closer and nearer to second 
base, else they will never be able to pull off the play. If the 
ball is fumbled, then it should be shot to first because the 
chance for a double is gone, and it will take mighty fast work 
to get the runner going to first. 

With two men out, always make the easiest play for the 
third out. 

On bunts which the pitcher fields, the catcher should direct 
him where to throw the ball. If the catcher makes a mistake 
in judgment occasionally, do not censure him, because such 
action will make him hesitate and may destroy his confidence 
in his own judgment. 

Men on First and Second and No Outs: In this case use 
the same defense as with man on first except for the third base- 
man. With a good fielding pitcher, let the pitcher field the 
bunt and third cover his base. In any case, the pitcher must 
hold the runner close to second. If possible, he should bluff 
the runner back to second and pitch while the runner is headed 
towards second. 

If the ball is hit to first or second, it is better to play to 
second and then to first. If it is hit to shortstop or third, it 



Strategy and Tactics 251 

should be fielded where easiest. For instance, the shortstop 
may field a ball while going hard towards third, in which case 
he can field it easiest to third. Or, the third baseman may 
field a ball while going toward second, in which case he can 
easily play it to second. In case the shortstop or second base- 
man fumbles the ball on a ground-hit ball, when there is a man 
on second, play the ball to third quickly, and often the runner 
can be caught napping there. 

With a man on second when a slow ground ball is, hit to the 
outfield or when an outfielder fumbles a ground ball, he should 
never throw home, because the throw is useless, and will only 
result in giving the batter an extra base. The outfielders 
should throw home on a line when they do throw so as to pre- 
vent overthrows, and also to enable infielders to intercept the 
throw and make a play at some other point. If his team is 
leading in the score by a comfortable margin, the pitcher should 
place himself in line with the throw. If he sees that the throw 
will not get the runner at the plate, then he should intercept it 
and play for the other runner. 

OFFENSIVE PLAY 
Base Running 

Base running may be grouped into two closely related large 
divisions, the stealing of bases, and the stretching of hits or 
advancing on short passed balls. When two or three runs 
behind, take no chances on the bases; only a batting rally will 
win in that case. If the team is hitting well, take no doubtful 
chances; if it is not hitting and the score is close, take all 
chances. The amount of base stealing and hit stretching 
depends on a number of conditions : the inning, the number of 
men out, the score, the call of balls and strikes and the strength 
or weakness of the opposition. 

When the batter hits the ball, he should run to first base as 
hard as he can. There are days when a man cannot hit, days 
when he cannot field, but he can always run hard to first. 
Loafing will lose a team several runs in a season. Do not depend 



252 Mass Physical Training 

too much on the coachers; runners lose time when they wait for 
the coachers to tell them. The runner often tries to escape 
censure by blaming his mistakes on the coacher. More is 
gained by making the runner watch the ball. The batter 
should dig for first, taking a little glance at the ball over his 
shoulder. He should never go around the bases with his 
head down. 

The secret of successful base stealing lies in the lead and in 
the finish of the attempt. Slow men are often the best base 
runners because they have mastered the art of getting a lead 
and can finish properly. Base runners must slide when it is 
necessary, else they will never become successful base stealers. 

Getting far off the base before the pitcher delivers the ball 
is not getting a lead. Getting down by the time that the ball 
leaves the pitcher's hand is really getting a lead. The base 
runner must watch the pitcher and study his movements so as 
to be able to determine when he is about to pitch. He must 
also study the pitcher's balk movement if he has one, and try to 
distinguish between it and the usual pitching movement. 
Oftentimes a runner by playing moderately close to the base 
and making no action to indicate that he intends to steal, may 
get the pitcher careless and off guard. With a moderate lead 
the runner starts down and tries to catch the pitcher in the act 
of pitching. If he does not catch the pitcher so, the runner can 
usually get back to first because the pitcher nearly always 
looks to the base before he throws. It is easier to get a lead 
off second than off first because the pitcher must turn around to 
throw to second and he cannot use a balk movement so 
effectively. 

When to Steal: Stealing Second — With runner on first and 
nobody out, never steal unless the pitcher has a give-away 
motion or the catcher has a very weak arm; in either of these 
cases it would not be dangerous to steal. With one out, it is 
a fair time to steal. With two out, it is advisable to steal, 
especially if the man is a good base runner. It is an even 
chance that he will make it and can then score on a single. 
Always take the advantage of a poor throwing catcher or a 



Strategy and Tactics 253 

pitcher who does not hold runners close to bases. In general, it 
pays to take plenty of chances on the bases, because if the men 
get away with their attempts, it has a disturbing effect upon 
the opposing team and tends to send them in the air. Do not 
be too sure that the opposing catcher can throw well to the 
bases, even though he shows a great peg during warming-up 
practice. He may be no good in a game, so try him out at the 
first chance. 

With a runner on first, two out, and a weak batter up, a 
steal should not be attempted because the runner endeavoring 
to steal takes his life in his hands every time he does it, and 
even though he should be successful in stealing the base, the 
chances are that after taking the risk of being thrown out, the 
weak batter will not be able to advance or at any rate to score 
him. If unsuccessful, it leaves the weak batter to open the 
next inning. 

When a team is badly in need of a run, let the pitcher run 
the bases for all he is worth. 

Stealing Third — With no one out do not attempt to steal 
third. Of course, if the pitcher forgets himself and winds up, 
an alert base runner should steal at any time. With no one 
out, the runner on second has all the chance in the world to 
score, and he should not endanger his life on the bases by 
attempting to steal, with the exception just noted. 

The only proper time to steal third is when one is out, 
because then a sacrifice fly, a fumble or an error will score the 
runner. With two men out do not steal third, as it is not 
worth the risk. A base hit will nearly always score a man from 
second just as well as from third. 

Stealing Home — A very risky play with the chances all 
against the base runner and should never be attempted, except 
when two men are out. With none out or with one out, never 
try to steal home. Only try it when two are out and a weak 
hitter is up or where the pitcher is careless and is taking a 
long windup. This steal is a desperate chance, and the only 
chance of getting away with it is to try it with a good base 
runner on third when he catches the pitcher not watching him 



254 Mass Physical Training 

or using a windup. When the attempt is made, the batter 
should stand pat in his place and should not step out of the 
way and give the catcher a clear chance at the runner. In 
coming into the base, the runner must try to outguess the 
catcher and come in on the side of the batter where it will be 
difficult for the catcher to tag him. It is easier to make this 
steal on a left-hand pitcher because he cannot watch the 
runner so easily. It is easier with a right-hand batter, because 
with a left-hand batter the catcher has an unobstructed chance 
to tag the runner. 

Two Men on Bases, First and Second : If the man on sec- 
ond steals, the man on first should also steal, because only one 
of the men can be thrown out. It is better to do this without 
signal because the man on second must be governed in stealing 
by his ability to get the lead. When he goes, the man on first, 
who should be wide awake, should go also. 

The least desirable time to steal is when there are men on 
first and second, and nobody out. In this case, study the other 
team. If the opposing catcher is a poor thrower, and the 
runner on second is a good fast man, try the double steal. With 
one out or with two out, is the most desirable time to pull the 
double steal. When no one is out, the runners, can rely upon a 
bunt to advance them. With one or two out, the steal, if 
successful, will place the runners where both can score on a 
hit. If one is out when the attempt is made and the runner is 
caught on third, the man at second is still in a position to score 
on a single. If neither is caught, then at least one of them has 
an opportunity to score upon an error, a sacrifice fly, wild 
pitch, passed ball or short single. The man stealing second 
should go down at full speed. If the man going to third cannot 
be caught, the catcher should try for the man at second. If 
the latter loafs on the way, as he frequently does, the catcher 
will have a good chance to pick him off. 

An alert runner can also sometimes steal home by getting 
a good lead and coming in fast when the catcher rather care- 
lessly returns the ball to the pitcher, as he will occasionally. 

Two Men on Bases, First and Third: With nobody out, 



Strategy and Tactics 255 

and three or four runs behind, play safe because a cluster of 
runs is what is desired in that case and not one run. With no 
one out, score about even, do not steal unless it is almost a sure 
thing. With one man out unless badly behind in the score, 
the steal of second should be attempted, and with two out even 
the poorest base runners should attempt the steal. 

With two out and a weak batter up, it is sometimes a good 
plan to send the runner down while the pitcher has the ball in 
his hands. If this is done, the runner should delay his start 
until the pitcher has taken his place ready to pitch. Meanwhile 
the runner on third is ready to break for home, and he does so 
as the pitcher turns to throw to second. He does not wait 
until the pitcher throws to second, but breaks as soon as the 
latter turns. Then the runner going to second must run up 
and down the line until the third base runner has time to score. 
Of course, if the pitcher turns and bluffs a throw to second, then 
the runner at third is caught in a bad hole, and must do his 
best to get out. A clever pitcher will sometimes do this. The 
man on third must also watch the short throw made by the 
catcher to the pitcher or to the shortstop or second baseman. 
If the throw is made all the way through to catch the man 
going from first to second, then the runner on third should 
come in and the runner going to second should turn and jockey 
up and down the base line until he has time to score. Even 
the short throw may be beaten by the runner on third provided 
the catcher makes the throw to second without looking toward 
third. This failure to look at third will enable the runner to 
get such a lead that it will be nearly impossible to catch him. 

A good base runner can also steal when the catcher throws 
the ball back to the pitcher. It is easier to steal third in this 
way than it is to steal second. If the catcher does not keep his 
eyes open, if he carelessly returns the ball to the pitcher, often 
lobbing it back to the latter, then this steal can be successfully 
made. In addition to the value of the base stolen, this steal 
has an added value in the adverse effect which it nearly always 
has upon the other team. It makes the other players sore at 
each other, makes them feel that something has been pulled 



256 Mass Physical Training 

over on them, and makes them more or less fear the runner who 
made the steal. 

Delayed Steal: When the second baseman and shortstop 
are sleeping on their job, and playing a long way off the bag, 
try the delayed steal. The runner goes up the base line with 
the pitcher's delivery, and then stays there. As the catcher 
has his arm drawn back to throw, break for second. In many 
cases, the catcher will be compelled to make several false 
attempts to throw because he sees no one ready to take the 
throw. This aids the runner in his steal. The defense for this 
steal is to have the man who is to cover second base on the 
alert and close to the bag. 

Steals may also be made by drawing throws by taking a 
big lead and then breaking for the next base as soon as the 
thrower draws his arm back. This can be done effectively on a 
catcher who has a good arm, and who likes to show it off by 
throwing the ball around. 

When a base runner is trying for a base and expects a throw 
from behind, he should not slide, but should run straight at the 
hands of the baseman who has them in position to take the 
throw. This will often save the runner by making the catch 
difficult, by getting hit himself, or by deflecting the throw, in 
which case he often gets an additional base. 

With a man on third and nobody out, do not send the 
runner in on a ground ball; with one out or two out, send him 
in. The man leading off third with the delivery of the pitcher 
should get back to the base quickly after the ball is in the 
catcher's hand, and should not stand on the line and invite 
a throw. 

The base runner should watch the batter and take his 
biggest lead when the batter swings at the ball. Then, if the 
batter hits the ball, the runner is in good position to go on. If 
the runner does this, however, he offers good opportunity to the 
catcher to pick him off, and the catcher must be alert to the fact. 

When a runner on third breaks for home on a ground ball, 
he should not look to see where the ball is hit, but should direct 
all his energy to getting home. 



Strategy and Tactics 257 

With men on second and third, they should run every time 
on a ground ball, because the play to catch the runner at home 
is much harder than the play at first base. In case the runner 
is caught at home, then the man on first steals on the next 
pitched ball, and the status of runners is then the same as before 
the attempt to score. 

On a long or a moderately long fly, the runner on third 
should go back and touch the base. Runners on first and sec- 
ond should use judgment as to whether the ball will be caught 
or not. On a short fly, on which the runner on third cannol 
score if it is caught, the runner should take a lead so as to be 
in position to score if the ball is muffed. 

If a runner is caught off first or second by a throw as he 
starts toward the next base, he should go ahead at full speed 
and try to make it. When a base runner is trapped between 
bases, he should go full speed until he turns, and then go hard 
in the other direction. This action will hurry the other players 
and increase the liability to error. 

If a runner tries to score from third on a ball hit to infield 
and finds himself caught by a big margin, he should turn back 
and delay being put out as long as possible and give the batter 
time to get to second or possibly third. 

To run down a man caught between bases, make him run 
at full speed and then throw the ball so that the runner will 
be caught before he can turn and get up speed again. The 
safest way is to run the man down without throwing the ball at 
all if possible. 

A base runner should always catch the catcher's signal to 
the pitcher, whenever possible to do so. In case he can do so, 
then the time for him to steal is upon a curve or slow ball 
because both of them not only get to the catcher more slowly 
than a fast ball, but they get to him in a bad position to make 
a throw to a base. 

COACHING 

Coachers : Base runners depend too much upon the coacher. 
The coacher should have plenty of life, should make lots of noise 
and should say things to the point. He should never become 

17 



258 Mass Physical Training 

abusive or offensive. Place the men best fitted for coaching on 
the coachers' lines. Men with poor judgment will often lose ball 
games when the coaching is left to them. The coacher with the 
best judgment should be stationed at third base. 

A coacher should always know how many men are out. The 
base runner should also always know but when he does not 
know, then the coacher must tell him and must keep telling 
him. A coacher must always know where the ball is, so that it 
will be impossible to work the "hidden ball" trick on a runner. 
The runner should know where the ball is at all times, but the 
coacher must be prepared to help him. 

With two men on base, the coachers at first and third 
coach the man nearer to them. Both coachers coach the runner 
on second when he is the only runner on base. Sometimes with 
men on first and second, or with the bases full, the first base- 
man will play behind the runner. In that case the coacher is 
entirely responsible for watching the baseman; the runner 
watches the ball. It would be well in this case for the coacher 
to turn so that he cannot see the batter. 

With a man on second the coachers watch the baseman and 
let the runner watch the ball. They should send the runner 
back to the base at every attempt an infielder makes to get 
behind him. In directing him to get back, they must call 
loudly enough to him to make an impression on him. When a 
runner is on second base and the ball is hit to the shortstop 
or to the right side of the diamond or to right or center fields, 
the runner depends entirely upon the coacher at third for his 
direction as to how to act. This is about the only case in 
which the runner depends upon the coacher's judgment on a 
hit ball. Whenever a base runner can see the play he should 
use his own judgment. It takes time for a coacher to com- 
municate with a runner, and that loss of time is often fatal to 
a chance to make an extra base or to save himself from being 
thrown out. By using four signals the coacher can direct a 
man coming to third how to proceed, whether to slide or not, 
hold the base, overrun the base, or attempt to score, 

Teach the batter patience. 



Strategy and Tactics 259 

The coachers should always be awake to have the umpire 
declare on "block balls," so that his teammates may know 
what to do when there is any doubt about the matter. The 
coachers should be as equally wide awake to have the umpire 
declare infield or outfield hits whenever they occur. Base 
runners and fielders should do the same, so that they may 
know how to act. 

Batting: The leading batter should be a good waiter, a 
good hitter, and a good base runner. Second and third hitters 
should be good bunters as well as good hitters. They should be 
good base runners. Fourth batter should be a clean-up man. 
The best batter remaining should bat fifth. After that the 
batters are a mixed lot. A poor-looking batter who is a good 
hitter can sometimes be placed well down the batting list to 
good advantage. The opposing pitcher does not pitch so hard 
against the latter part of the batting order, as he does against 
the leading men, and for that reason a hard hitter down near 
the bottom will often surprise the opposing pitcher and team 
as well. 

Bunting : There are several kinds of bunts ; bunt for sacrifice 
hit, bunt for safe hit, and drag bunt, which is also done with 
the intention of securing a safe hit. A great deal of time 
should be spent in practice upon bunting, because one never 
knows when a bunt will win a game, and when a bunt is 
wanted it is a great thing to know that the batter is able 
to lay the ball down properly. 

Nine out of ten times the opposing team knows when a 
batter is about to attempt a sacrifice bunt. Since that is the 
case there is no use in trying to disguise the intention. The 
all-important thing is to place the bunt so that it will be 
impossible to throw out the runner who is advancing. Since, 
then, it is extememly important that the ball should be pro- 
perly bunted, the batter should place himself in the best 
possible position to bunt. When the pitcher draws back to 
throw, the batter should step forward and be ready to bunt 
before the ball leaves the pitcher's hand. Then the batter is in 
a position to direct all of his attention to bunting the ball. 



260 Mass Physical Training 

There are various methods of holding the bat while in the 
act of bunting. One method is to slide the upper hand out to 
the middle of the bat. A second method is to slide both hands 
out to the middle of the bat, so that the big end of the bat 
is used in meeting the ball. Still another method used by some 
batters is to hold the bat in almost the ordinary batting posi- 
tion, perhaps with the upper hand out a little, to make it 
easier to control the bat. To bunt toward third the right hand 
batter will have to hold his bat about parallel to the base line 
running from second to third. A left-hand batter will have 
his bat, to bunt toward first, about parallel to the base-line 
from first to second. Practice in bunting will soon teach 
the angle at which bat must be held to place a bunt in various 
positions. 

In making a bunt with the intention of securing a safe hit, 
the batter must disguise his intention until the last moment. 
He must hold his bat in his usual batting position while waiting 
for the ball to be delivered. Then he quickly gets into bunting 
position, and after laying the ball down, he must sprint to first 
for all he is worth. 

A drag bunt is used by left-hand batters and is made by 
swinging the bat around at full arm's length with the hands 
in the usual position on the bat, and bunting the ball on 
the run. The bunt should be too fast for the pitcher to 
handle, and so slow that the first baseman will not be able to 
field it and beat the batter to first. The ideal place to place 
the bunt is about midway between the first base line and the 
pitcher's plate. 

In all bunting the batter should use a big light bat. He 
must watch the ball like a hawk. Often when a batter goes up 
with the intention of bunting, he loses all thought of looking 
for a good ball to bunt, and as a result he will attempt to bunt 
the worst kind of balls. When a man goes up to the plate to 
bunt, he should bunt before he starts to run unless he is 
attempting the drag bunt. His first duty is to bunt the ball 
properly, and then he does the best he can to save his own neck 
at first. Because of the fact that a batter intending to bunt 



Strategy and ]$ Tactics 261 

will strike at poor halls, the pitcher should pitch high fast ones 
that are poor balls. Some batters use the handle of the bat 
in bunting, but that is too difficult for any except the 
cleverer batsmen. 

Teamwork at Bat 

It is very essential to impress amateur ball players with the 
necessity of exercising patience in waiting when at bat. Gen- 
erally all of them strike at the first ball within reach, instead of 
waiting until the ball is over the base. Not only is it essential 
that they hit at good balls, but it is often best for the batter not 
to strike even when the ball is over the base. For instance, 
if the batter has three balls and no strikes, with nobody on 
bases, he should certainly take one strike and in some cases 
two, before striking at the ball, the reason of course, being that 
he is trying to work the pitcher for base on balls. 

The following rules should be followed in batting: 

Nobody on Base : The first man up in an inning should gen- 
erally wait a pitcher out by not striking at the ball until one 
strike is called on him. A base on balls to the first batter in an 
inning puts the team and the pitcher in a bad hole. If the call 
on the batter is three balls, no strikes, he should take two 
strikes. If the second man up is a good batter and a poor 
runner, let him hit. If he is a good runner and a weak batter, 
he had better wait the pitcher out, but should use his own judg- 
ment. With three balls and no strikes, it is advisable to take 
two strikes; always take one. Wait fairly well, but not so 
strong as first man. The third man up should be more free in 
his hitting. 

Man on First, Nobody Out: If the score is close, so that 
the team is playing for one run, the most advisable play is the 
sacrifice, but whether he sacrifices or not depends upon his 
ability to do so successfully. There should be no set system 
to tie the batter down. If the first and third basemen are 
coming in fast to play for a bunt, then switch the usual order 
and hit the ball through them. Such a hit will often go for a 
single because the infielders are caught on the run and cannot 
field as effectively as when waiting for the ball. If they do 



262 Mass Physical Training 

field the ball, it is seldom that a double play will be made 
because the infielders are all drawn out of their positions, and no 
one will cover the bases. The sacrifice should never be used 
when the team at bat is badly behind in the score. 

The hit-and-run play may be used instead of the sacrifice; 
it is played upon signal. The base runner signals the batter 
that he will steal on the next ball, and it is the batter's duty to 
hit that ball. 

A line drive into a fielder's hands almost always results in 
a double play, but a base hit will generally advance the runner 
two bases. It is a good plan to have the batters use it once in a 
while in older to keep the third and first basemen on the 
opposing team guessing. 

Run and Bunt : Upon signal, with a fast runner on first and 
a sure bunter at the bat, let the runner start with the pitcher's 
arm. The batter bunts toward third. The runner turns sec- 
ond and looks to see whether third is covered. If not he goes 
on to third. This play will often catch the pitcher and third 
baseman asleep. 

Runner on Second and Nobody Out : It is more important 
for the batter to bunt in this case than when the runner is on 
first base. That is, if only one run is needed. If a team is 
three or four runs behind, then all base stealing and bunting 
must be stopped and every batter hit. The batter should bunt 
towards third because the third baseman cannot play in to get 
the ball fast, for if he does so the runner will steal. If the 
batter has the pitcher in the hole, he should hit. 

Runner on Second and One or Two Out : The batter should 
bunt only when he is a very weak batter. A hit is what is 
wanted in this situation. A base on balls will not score the 
runner. If the batter is a weak man with the stick and he is 
followed by a good hitter, when one is out, he should work the 
pitcher for a base on balls if he can. 

Runner on Third with Nobody, One or Two Out: The 
batter should hit the first good ball pitched, and he should not 
be too particular in looking them over. If the pitcher wabbles 
so that the batter sees a good chance for a base on balls, then 



Strategy and Tactics 263 

he should try to get it and steal immediately. A hit will then 
score both of them. 

Squeeze Play: Done upon signal by word or sign. It 
should be tried only when there is one man out, and when a 
good bunter is up. The runner starts for home with the pitcher's 
delivery and the batter* bunts the ball either towards first or 
third. The only defense for the squeeze play is for the pitcher 
to keep his eyes open, so that he will see the runner start from 
third. Then he should throw the ball, so that is hard for the 
batter to bunt it. A runner may also be scored from third on 
a regular bunt without using the squeeze play. Let the runner 
keep up on his toes and come down the base line with the 
pitcher's delivery just as he would do if he expected the batter 
to hit. Then when the batter gets a good one to bunt, he lays 
it down and the runner continues home. 

Runners on First and Second, Nobody Out : It is imperative 
to bunt unless the batter cannot bunt. In that case, he had better 
swing, or wait the pitcher out, if the latter shows signs of wabbling. 

Runners on Second and Third, Nobody, One or Two Out: 
The batter should hit. Even though he has three balls and no 
strikes, he should hit the first good ball that is pitched to him, 
because a hit means two runs. 

Bases Full: With bases full, the batter should ordinarily 
hit the first good ball, because a hit will score two runs, and a 
long hit will score three. Should the batter have two balls and 
no strikes, he should hit the next ball, if it is good, provided 
the opposing pitcher is steady and has good control. If, 
however, the pitcher is wild and shows symptoms of "going up 
in the air," it will be best to take one strike. 

D— STRATEGY AND TACTICS OF BASKET-BALL * 

Origin, Development, and Characteristics of the Game: 
Basket-ball is distinctly an American game, having been 
invented by Dr. James A. Naismith of Springfield Y. M. C. A. 
College in 1892. It has been gradually developed to its present 
standardized form and has become our greatest indoor game. 

* Prepared by Mr. Fred W. Luehring. 



264 Mass Physical Training 

Its value for military men is due to the following character- 
istics: (1) It is a highly organized fighting team game, (2) it 
can be played in military costume, (3) the necessary equip- 
ment is simple and inexpensive, (4) it can easily be played out 
of doors or indoors and during all the seasons of the year, and 
(5) it is primarily a game for men, calling for a high degree of 
physical vigor, individual initiative, quickness of decision and 
movement, self-control, endurance, and team play. 

EQUIPMENT 

For definition and description of the necessary standard 
equipment for playing courts, back boards, ball, etc., see 
Official Basket-ball Rules of the Joint Committee. 

CLASS FORMATIONS 

Use the squad as the basic unit for teaching basket-ball. 
This provides for five (5) players on a team and three (3) sub- 
stitutes. Have, if possible, at least one ball and one court for 
each two squads. If you have less equipment, two squads 
could work on fundamentals in passing and handling the ball 
with one ball, while two other squads are using the court with 
another ball. In running tournaments the court can be used 
continuously by playing 15-minute halves with 15 minutes inter- 
mission. Two teams playing 15 minutes while two others are 
having their intermission. 

For platoons or large units multiply equipment for squads. 
Have squad leaders (non-commissioned officers) act as team 
captains to assist in maintaining team discipline, to make sub- 
stitutions, and to assist in instruction. 

ORGANIZATION OF PLAYING PERIOD 

Balanced treatment of essentials of game can be given by 
organizing the basket-ball practice period of an hour as follows : 

I. Mass instruction on fundamentals of (a) handling ball 
by catching, passing, dribbling, goal shooting, following shots, 
(b) individual shiftiness by practicing pivots, change of pace, 
reverse turn, lunge and recovery, etc. and combinations of (a) 
and (b) for first 15 minutes. 



Strategy and Tactics 265 

II. Mass instruction on (a) signals, plays from center and 
out-of-bounds, (b) a systematic general method of advancing 
ball towards the goal during scrimmage or game other than 
plays from center and out-of-bounds, (c) a brief review of 
fundamentals of individual defense and team systems of defense 
for second 15 minutes. 

III. Scrimmage or game for next two periods of fifteen 
minutes or ten -minute periods with five-minute intermission. 
During intermission correct errors in individual and team play 
and explain strategy of individual and team play. When prac- 
ticing fundamentals under (I) and (II) work may be varied 
by practicing first without opposition, second with mild opposi- 
tion, and third with real opposition. When the team has 
developed to the point where thej^ participate in regular match 
games or tournaments, practice on fundamentals should be 
continued as a warming-up process, but reduced to about 15 
minutes, consisting of field and foul goal-throwing, with passing 
and dribbling. 

Mass methods of instruction can be carried still further by 
appointing a Field Officer as official time-keeper, who indicates 
beginning and end of each period for any number of units by 
distinctive signal, such as a pistol shot. The same system 
of time keeping can be followed for a series of games on 
adjoining courts by modifying playing rules so as to eliminate 
the usual time out, or calling one or more fouls on a given team 
for taking time out, and by permitting unlimited re-substitution, 
thereby permitting substituting back and forth in cases of 
injury or fatigue. 

Still another method of mass basket-ball can be used, (1) by 
playing a larger number of players on a given side, or (2) by 
playing a larger number of players on each side, and playing 
two balls simultaneously on a given court. 

HANDLING THE BALL 

Every team should be thoroughly and frequently drilled in 
the best methods of handling the ball. This includes passing, 
catching, dribbling and goal-shooting. Every player should 



266 Mass Physical Training 

have daily practice in passing. The long pass, the short pass, 
the backward pass and the bounce pass are different kinds of 
passes which a player should master. The long pass should be 
made in an overhand manner. This makes it more difficult to 
block and more easy to catch. A short pass should be practiced 
both overhand and underhand. The backward pass is used in 
case he reverses or pivots and passes the ball away from his 
goal to a team mate who comes dashing in to meet it. The 
bounce pass is a very quick and effective method of getting the 
ball to a team mate when it must pass an opponent who stands 
between them. Every player should be taught how to pass 
both one-handed and two-handed. A two-handed pass is per- 
haps the most accurate and least subject to fumbling. The 
dribble is a valuable method of advancing the ball by individual 
efforts. The ball should be pushed rather than slapped, and 
the bounces should be high in order that the dribbler may at 
all times have a clear vision of the field before him. Every 
player should be able to dribble with either hand alone or 
alternately. The dribble is an excellent play to use when you 
have the ball in your possession and there is no one between 
you and the goal. It is also a valuable method of advancing 
the ball at any time when your team mates are closely guarded. 
When a player dribbles towards the goal, his team mates should 
dash out of his path, drawing their opponents with them, 
thereby giving him an open field. The dribble should not be 
used when a pass is possible, the latter being much faster. Too 
much dribbling has a tendency to kill team work and to 
encourage individual play. Never dribble when closely sur- 
rounded by opponents. 

FIELD GOAL-SHOOTING 

Goal-shooting is one of the most important features of 
basket-ball. Every player should have daily practice in the 
best methods of putting the ball in the basket- When dribbling 
near to the basket to score, pick the ball up with both hands, 
having one hand under the ball and the other on top of it. 
Bring the ball forward and upward, spring into the air and 



Strategy and Tactics 267 

follow the shot with the upper hand only, shooting with an 
overhand push. In dribble shots it is best to approach the 
basket from the side and to bank the ball against the back- 
board. Keep your eye on the spot you wish to hit until after 
the ball has entered the basket. The straight push is more 
accurate than a lift, toss, or hook. When not shooting from 
dribble, it is best to pick the ball up with one hand on each 
side, thumbs pointing towards each other, then shoot in an 
overhand manner, pushing the ball upward in front of the eyes 
to a considerable height above the basket, so that the ball will 
approach the basket with a long downward movement. By so 
doing it will be found that as the ball strikes the rim, it may 
still tip inward, its momentum carrying it through the basket, 
otherwise it is likely to rebound well up into the air making it 
easy to follow. In following high shots and long shots, be sure 
to follow late in order that you may push the ball upward when 
you have attained your highest position above the floor. Fol- 
lowing late also makes it possible to see in which direction the 
ball is bounding from the rim, thus increasing the chances of a 
successful follow shot. In shooting a goal, the ball should reach 
its highest point about half way between the thrower and the 
basket. Practice shots from near the basket, and then from 
different distances and different angles of the court. 

FREE THROWING 

Every basket-ball player should practice free throwing, 
i.e., shooting goals from the foul line. Free throws figure in 
practically every game, and sometimes comprise the largest 
part of the score. Several methods of shooting free throws 
are prevalent. 

1. The oldest and most common method is that in which 
the free thrower assumes a position with feet spread in stride- 
stand position. The ball is held with both hands, one on each 
side, the lacing upward. The throw is an underhand shot 
made by first bending the knees and starting the ball low 
down, and then straightening the legs smartly while lifting 
the ball upward and forward two or three feet above the 



268 Mass Physical Training 

basket so that it will enter the goal with a distinct down- 
ward flight. 

2. Another method, also widely used, is similar to field 
goal-shooting by the overhand method; the feet may be slightly 
separated or one foot may be advanced slightly. The knees 
are bent to about half squat position then straightened smartly 
and the ball is pushed upward and forward on a line starting 
directly in front of the eyes so that the ball is pushed about 
three or four feet higher than the basket, and so that it will have 
a distinct downward drive on entering the basket. In this 
throw, the ball is held with both hands, thumbs pointing 
towards each other and elbows at the sides. 

3. A third method which is gaining in favor consists of a 
combination of the above two methods. The free thrower 
usually stands with one foot slightly advanced, and the throw is 
made with a half -lift and half push forward. In this method 
the best throwers raise the ball just enough to carry it over the 
rim of the basket. Several of the most able free throwers of 
the Eastern Inter-Collegiate Basket-ball League have been 
using this method in recent years. Its chief disadvantage lies 
in the fact that in case the throw is missed, it is difficult to 
follow because of the lack of height. 

FUNDAMENTAL PLAYS FOR DEVELOPING INDIVIDUAL 
AND CONCERTED SCORING POWER 

Put each set of two squads through a drill consisting of the 
following typical maneuvers: 

1. Dribble one bounce and shoot. While each member of 
squad No. 1 is taking his turn in this play from one side of the 
basket, the corresponding player of squad No. 2 stationed at 
the opposite side of the basket follows the shot, prepared to 
score should player No. 1 of squad No. 1 miss. When each 
player of squad No. 1 has had an opportunity to dribble, and 
each corresponding player of squad No. 2 has followed a shot, 
change positions of squads, having squad No. 1 follow and 
squad No. 2 dribble. Next repeat on opposite side of basket, 
giving men experience in shooting and following from each 



Strategy and Tactics 269 

side. Follow this general method for each of the succeed- 
ing plays. 

t 





x — > = follow 

X 
X 

x — cr-^ =^ dribble 
x 

X 




o x 

o x 



o 
o 
o 



o 



#1 #2 



2. Dribble, one bounce, lunge, recovery, shoot. 

3. Dribble, one bounce, lunge, pivot outward and shoot. 

4. Pivot, dribble and shoot. 

5. Pivot, dribble, lunge, recovery, and shoot. 

6. Shoot and follow from different distances and positions 
of floor. One man shoots, two follow. 

7. Feint shot, pivot, and dribble in, and shoot when imagi- 
nary opponent jumps in air to block feint shot. 

8. Dribble one bounce, lunge, pivot, and make backward 
pass to team mate who comes to meet pass and shoots. 

9. No. 1 of team No. 2 cuts for basket, using change of 
pace; No. 1 of team No. 1 passes the ball to former when 
former arrives in strategic position. First player shoots, 
both follow. 

These fundamental methods of developing shiftiness and 
scoring power are of immense value. When thoroughly mas- 
tered they bring rich returns in individual strategy. When 
dribbling, pivoting, lunging, or dodging, it is important to 
keep low by keeping knees slightly bent and body bent for- 
ward at hips. 



270 



Mass Physical Training 



SIGNAL PLAYS FROM CENTER WHEN YOUR CENTER 
IS GETTING THE TIP-OFF 

The basket-ball team should have a few plays from center. 
Three or four are usually enough. Many more may be tried, 
but only those should be retained which the team thor- 
oughly masters. 

It will be found advantageous to precede each play by a 
distinctive signal. In recent years it has become quite cus- 
tomary for one of the forwards to give the signals, since these 
players are easily visible when the ball is put in play. By 
having one of the forwards give the real signals and the other 
fake signals, it will be more difficult for the opponents to 
detect your code. 

The following are three typical plays which might be used 

in putting^the ball in play from center when your side is getting 

the tip-off. 

I. Forward to Forward 



X - offense 

- defense 

• direction 
of player 




pass 



1. Suggested signal: Right forward stands with right 
foot advanced. 

2. Center tips ball to right and slightly forward. 

3. Left forward crosses over, getting the ball. If not too 
closely pursued, he immediately dribbles into the basket or 
shoots and follows. 

4. Right forward dashes over into left forward's position as 
the ball is tossed up at center, thereby drawing his opposing 
guard to the opposite side of the floor. Right forward reverses 



Strategy and Tactics 



271 



sharply, being prepared to receive a pass from the left forward, 
upon the receipt of which he should shoot and follow, or pivot 
and dribble in more closely for a shot. 

5. The center delays momentarily after tipping the ball, 
then dashes to the left, drawing his opponent away from the 
ball and follows the shot of the forwards. 

6. The floor guard or the guard who has the most ability in 
working the ball up the floor and who is the best shot, trails 
15 or 20 feet back of the other three players, being prepared 
to receive a backward pass from them should anyone of them be 
unable to advance the ball. 

7. The remaining guard stays well back, being prepared to 
ward off any sudden attack by the opponents in case his own 
side loses the ball. 

II. Forward to Center 



<; 


*^^ 


xo 






^-•r 


ox 


xo 



1. Suggested signal: Right forward brushes hair back with 
right hand. 

2. Center tips ball to left. 

3. Left forward gets ball either on the fly or on the bounce 
and passes it to center who has quickly dashed out into right 
forward's position the latter having cut across the floor drawing 
his guard with him into the left forward's position. 

4. Center dribbles in and shoots. All three follow. 
£. The guards play as in play No. 1. 



272 



Mass Physical Training 
III. Forward to Guard to Guard. 




1. Suggested signal: Right forward places right hand on 
his right knee. 

2. Center tips ball to left. 

3. Left forward dashes in getting the ball and passing it 
directly into the hands of the left guard who has remained well 
back in the opponent's territory. 

4. Right forward again dashes across to left forward's posi- 
tion as in the preceding plays. 

5. Right guard remains stationary until he sees that his own 
left forward has secured possession of the ball on the tip-off, 
then he dashes at full speed down the side lines, cutting in 
sharply towards the basket when he is on a line with the foul 
circle. By this time he should have a good lead on his oppo- 
nent. Consequently, he eases up to receive a long pass from 
the left guard. He dribbles in and shoots. 

6. The center waits until his left guard has received the 
ball, then he cuts sharply to the left and follows right guard's 
shot along with right forward. 

7. Right forward and left guard play it safe in the back 
field. Numerous other plays will suggest themselves. In all 
plays it will be found advisable to clear a strategic spot near 
the basket into which a certain player can dash, having first 
eluded his opponent by change of pace or other strategy. His 
team mates pass the ball to him at the opportune moment, 
enabling him to shoot with little or no opposition, Every shot 



Strategy and Tactics 



273 



for a goal should be followed in turn by two or three players 
who compose the team's chief offensive power. The remaining 
two players act as trailers in a kind of secondary line, which 
enables them to defend the back field in case of a fumble or 
misplay, and also enables them to receive a backward pass 
should one of the forward players become cornered with the ball. 

SIGNAL PLAYS FROM CENTER WHEN OPPONENTS 
ARE GETTING THE TIP-OFF 

While most teams are prepared with signal plays from 
center when their own center is getting the jump, few teams 
realize the possibilities of signal plays even when the opponents 
are getting the toss. Forward to forward plays are practically 
impossible under these circumstances. However, forward to 
center, and forward to guard to guard plays are easily possible. 
The procedure is as follows: Whenever the opposing center is 
getting the jump have both of your forwards come in with the 
utmost speed, each being prepared to secure the ball should it 
be tipped to his side. If a forward to center play is desired the 
signal for such play is given, after which the forward who 
receives the ball at center passes it to the center on the opposite 
side as in signal plays indicated above. If a forward to guard 
to guard play is desired, both forwards again come in sharply. 
The forward who secures the ball passes it directly to the guard 
on the same side, who in turn makes a long pass to the other 
guard who has dashed down the side of the field as explained 
in a previous guard play. 

PLAYS FROM OUT-OF-BOUNDS 

Every team should have one or two good plays from out-of- 
bounds. The following two 
are good examples: 

I. Ball is out-of-bounds 
on side of court. 

1. Suggested signal: Sup- 
posing right forward has the 




18 



274 



Mass Physical Training 



ball out-of-bounds. He secures it quickly, holding it on his 
right side. 

2. The center lines up immediately on the opposite side of 
the court, and the left forward lines up near the spot where the 
ball is out-of-bounds. 

3. As soon as the right forward is ready to pass the ball in, 
the other two players crisscross as indicated in the diagram. 
The ball is passed to the center, who comes to get the pass. 
After passing the ball, the right forward hesitates momentarily, 
then dashes sharply for the basket, receiving a return pass from 
the center, who, after making the return pass, continues straight 
forward a few steps, delaying the right forward's opponent 
momentarily. 

II. This play starts the same as No. 1, but ends differently. 
The right forward passes the ball to the left forward, who has 
circled across the court, receiving the ball as he is approaching 
the basket. 

III. Suppose the center has the ball out-of-bounds at the 
end of the court near his own basket. 




1. Right and left forwards instantly take positions 15 or 20 
feet back in the field of play and on opposite sides of the court. 

2. Just before the ball is to be passed in either (a) crisscross 
sharply towards the goal, the ball being passed to the one who 



Strategy and Tactics 



275 



has the biggest lead on his opponent, or (b) dash straight for the 
basket, the ball being passed to the one having the biggest 
lead, or (c) one of the guards comes down the floor about 
15 or 20 feet back of the forwards, prepared to receive the 
ball and to shoot or dribble in, in case the forwards are too 
closely guarded. 

SYSTEMATIC METHODS OF OFFENSE OTHER THAN 
SIGNAL PLAYS FROM CENTER AND OUT-OF-BOUNDS 

Each team should have definite and simple systems of 
advancing the ball towards the opponent's goal from any part 
of the floor. Various effective methods have been evolved. 

One of the best methods is that of three men going down 
the floor followed by a guard who acts as trailer. This may be 
conducted somewhat as follows: 




The center advances down the middle of the court with one 
forward on each side of him near the side lines. They advance 
the ball between them by passing to each other as they dash 
down the field in short spurts and crisscrosses. The dribble is 
also employed whenever it appears to advantage to do so. 
One guard, who acts as trailer, follows about 15 or 20 feet 
back of the forward line, shifting from side to side so as to 
keep as much as possible directly back of the man with the 
ball. If the man with the ball is stopped or cornered, and can- 



276 Mass Physical Training 

not pass to another man of the forward line of offense, he 
wheels about and passes the ball back to the trailer, who comes 
forward, catching the ball on the run. The trailer may return 
the ball to someone in the front line or he may dribble forward 
as far as possible, entering the front line himself, in which case 
the man from whom he received the ball takes the trailer 
position until the guard returns to his post. The remaining 
guard follows the play from a point still further back, securing 
his team against a quick attack by the opponents in case of 
loss of the ball. This method of attack may also be varied 
slightly by having both guards alternately take part in the 
forward line while one of the forwards or the center acts 
as trailer. 

Another systematic method of offense which is particularly 
effective is sometimes called a defensive offensive. It is played 
with a circular formation, three players circling about one of 
their team mates, who acts as pivot man with the ball. The 
remaining player acts as trailer. This circular formation gets 
under way in the back part of the court, the ball being passed 
back and forth, but kept in the hands of the pivot man most 
of the time, the intention being to draw the opponents out 
from under your goal and well into the back of the court, 
and to get them following their opponents around the circle. 
Suddenly a player of the offense, having eluded his opponent 
by a quick pivot or reverse, or other form of strategy, dashes 
down field towards his goal and receives the ball on a long 
pass from the pivot man and scores before his opponent can 
overtake him. 

This style of play can be made very effective with practice. 
The players may take turns in acting as pivot man or in any 
other position. If cornered with the ball, pass it backward to 
a team mate who comes to meet it. The man who passed it 
then takes up his position in the back court, first as trailer, 
then in the circle or the pivot position. 

This method of offense is also particularly effective if your 
team is in the lead in the last few minutes of play. The ball is 
kept safely in your possession in the back court, every effort 



Strategy and Tactics 



277 



being made to keep it away from the opponents by shifting 
about the circle and back and forth to the position of trailer 
or pivot. Should the opponents all come down the field, one 
man at a time tries to beat his man down the field so as to 
receive a long pass, which may be converted into a sure goal. 



- defense 



















x^ 



X 

\ 

X JX 

^<x ^ 



1 






offense 



The pivot man uses careful judgment and passes the ball down 
the court only when he sees that the man who has gone down 
has practically a sure chance to score. Loss of the ball gives 
the opponents an opportunity to score. This must be pre- 
vented by all legitimate means. Every effort is made therefore 
to keep the ball away from the opponents, passing it back and 
forth in the back part of the court and trying for goal only 
when an unusual opportunity presents itself. This style of 
play is particularly effective in keeping possession of the ball. 
It is however, not designed to run up large scores. 

SYSTEMATIC METHODS OF DEFENSE 

Every player should be trained in the fundamentals of in- 
dividual and team defense. In individual defense it is necessary 
to follow the fundamental principles of (1) keep between your 
opponent and his goal and (2) keep on your toes. 

Each team should also be taught one or more systematic 
methods of defense. One of the best methods, and one which is 



278 



Mass Physical Training 



widely followed, is called five men on defense. It is played 
as follows: 




After the ball is lost to the opponents under your own goal, 
immediately draw your own five players back about one-third 
the distance to the opponent's basket and line them up across 
the floor. This alignment must be placed so that the oppo- 
nents will be headed off before they get within shooting dis- 
tance of their goal. As an opponent approaches to or beyond 
this alignment, each man of the defense takes his own opponent 
on offense and sticks with him. In this way it will be possible 
to cover the opponents closely when they get within shooting 
distance, thereby causing them to resort to wild or hurried 
long shots. 

A variation of this method which is also extensively fol- 
lowed is that of five men back on defense, but having each man 
take the opponent nearest him as they come down the floor. 
While this simplifies the amount of shifting a given player must 
do, it calls for much greater versatility in guarding, since a 
given player must be familiar with the style of play of every 
member of the opposing team. 

A third method of defense is that of covering your oppo- 
nents all over the floor. This is particularly effective if you 
have a fast and shifty team, since it crushes the opposing 
offense before it gets well under way. If the opposing forwards 
are fast, however, and your own guards are slow, the opponents 
will have the advantage in this style of play because they can 
beat the guards down the floor. 



Strategy and Tactics 279 

OFFICIATING 

Basket-ball is more difficult to officiate than any other 
highly organized game. In fact poor officiating is the chief 
obstacle to the successful progress of the game. Good 
officials can be developed, and they can be developed in the 
army as well as in civil life. Each coach should call for volun- 
teer officials. If sufficient candidates do not respond, additional 
men should be appointed. These men should be fast since 
they cover nearly as much territory as the players. Officials 
should have good eyesight, be cool-headed, and should have 
good voices. They should be able to render quick and accurate 
decisions. Every official should be a master of the Official 
Rules as laid down by the Joint Basket-ball Rules Committee. 



CHAPTER XIV 
CAMP ATHLETIC ORGANIZATION 

The great contribution which general participation in com- 
petitive athletics makes to the physical efficiency, morale, and 
esprit de corps of a command justifies the adoption of special 
methods for the promotion and administration of athletic con- 
tests of all sorts among the soldiers. Every effort should be 
made to organize teams on a basis which will include every 
soldier in some form of competitive sport, and which will instil 
in him a pride in his own efficiency and in the athletic standing 
of his unit. The weaker and less aggressive members of the 
units should be encouraged to take part in some competition. 
j* The spirit of rivalry in physical efficiency grades and in the 
various branches of sport should be stimulated among platoons, 
companies, and other units. 

The athletic work in the formal drill period, the supervised 
athletic games, and the highly organized competitive games 
should all be coordinated to this end, and can be handled most 
satisfactorily by a definite organization which may be called 
the Camp Athletic Council. The physical and bayonet training 
officer will naturally be a very important member of this group. 

The Council should consist of a chairman appointed by the 
commanding officer, the physical and bayonet training officer, 
the education and recreation officer, and a representative^from 
each regiment or similar unit in the camp. 

The Camp Athletic Council should elect a secretary and a 
treasurer who, together with the Chairman, the Physical and 
Bayonet Training Officer, and the Education and Recreation 
Officer should form an Executive Committee. 

Meetings of the Council should be held weekly or by call of 
the chairman. 

The treasurer should handle all the athletic moneys of the 
entire camp from whatever source they may be derived. 



Camp Athletic Organization 281 

All proposed expenditures should be authorized by the Camp 
Council, or by the Executive Committee, and approved for 
payment by the chairman of the Council before being paid by 
the treasurer. A thoroughly up-to-date system of bookkeep- 
ing and banking should be adopted, somewhat along the line 
in force in the Post Exchange. All moneys should be deposited 
in the bank and all bills paid by check. The accounts should 
be audited each month by the official camp auditor, and 
a financial statement properly audited should be made a 
part of the treasurer's records and a copy furnished to the 
camp commander. 

The Camp Athletic Council should assume the responsi- 
bility of securing all athletic equipment, whether by purchase or 
by issue from the Athletic Subsection of the Education and 
Recreation Branch, the War Plans Division in Washington, and 
should supervise the distribution of this equipment among the 
teams representing the different units in camp, so that it will 
be put to the best possible use. This plan of securing athletic 
equipment will prevent a great deal of waste which attends the 
purchase of equipment of varying prices from various dealers. 
Much better terms can be obtained when the local dealers 
know that all purchases must be made through one official in 
a given camp. 

Each regiment should have an athletic council consisting of 
a chairman, appointed by the regimental commander, and one 
officer from each company. The camp athletic treasurer 
should have charge of, and be responsible for, all money belong- 
ing to each regimental council. The funds of each regiment 
should be carried on a separate account. 

Each company should have an athletic committee composed 
of an officer as chairman, and an officer, a non-commissioned 
officer, or a good private to represent each branch of sport 
organized in the company. 

All athletic schedules and policies suggested by regimental 
and company athletic committees must be submitted to the 
camp athletic council and approved by it before being put 
into effect. 



282 Mass Physical Training 

The physical training officer should with the cooperation 
of the camp athletic council and the athletic committees of each 
company promote periodical contests among the squads, 
platoons, and companies in the physical efficiency tests. This 
officer should also make provision for the assistance of the 
athletic representatives of the various units in the organization 
and conduct of athletic contests, and for such supplementary 
training as may be necessary to enable the weaker members of 
given units to pass the individual physical efficiency tests. 

A program of athletic activities conducted by the camp 
athletic authorities along the lines indicated will prove to be of 
great value in promoting physical efficiency and contentment, 
as well as affording a healthful form of recreation for the soldier 
during his leisure time. 



The Infantry Journal 

PUBLISHED BY 

THE UNITED STATES 

INFANTRY ASSOCIATION 

WASHINGTON, D. C. 

A monthly magazine that gives its readers the best 
thought on matters of general interest to the service and of 
particular interest to INFANTRYMEN. It has reached a 
standard of excellence and authoritativeness which gives 
its utterances a hearing in circles of thought throughout 
the country. 

Included in the pages of the Infantry Journal is a de- 
partment devoted to the interests of RESERVE OFFICERS 
which has for its objects, 

1. The publication of matters of special interest to 
Reserve Officers of Infantry, with a view to keeping them 
in touch with the activities and progress of their arm of 
the service, both personally and professionally. 

2. To publish monthly installments of a course of 
training for Reserve Officers of Infantry which they may 
pursue in their homes during such time as may be available. 

3. To provide a source from which Reserve Officers of 
Infantry may receive accurate and authentic information 
on professional subjects and questions that affect them 
professionally. 

BOOK DEPARTMENT 

Maintained as a convenience to members and subscribers in 
obtaining military books and periodicals wherever published. 

MEMBERSHIP AND DUES 

Reserve Officers are eligible for Associate Membership in 
the Association. Membership dates from the first of the 
month following the date of enrollment. 

The annual dues and subscription to the Infantry 
Journal are $3.00, payable in advance. 



Company Administration 

BASED ON 

SPECIAL REGULATIONS No. 57 

WAR DEPARTMENT, 1919 

Cloth Bound — 248 Pages 

FITS THE NEW FIELD DESK 

Price $2.50, Postpaid 

To the original text of Special Regulations No. 57 there 
has been added a copy of all the Blank Forms used in the 
Administration of a Company, Troop or Battery. 

These forms are all made out and inserted in their proper 
place in the book. 

Five appendices have been added, which make the book 
absolutely complete in all its details. 

CONTENTS OF APPENDICES 

APPENDIX I. 

A list of all authorized abbreviations as published in Special 
Regulations No. 56, 1919. 

APPENDIX II. 

Extracts from the Table of Basic Allowances pertaining to 
Company Administration. Circular 377, 1919, as amended 
by Circular 449, 1919, War Department. 

APPENDIX III. 

Government (War Risk) Insurance and Family Allowances. 
Text gives complete details. All Blank forms made out in 
accordance with the latest rulings. 

APPENDIX IV. 

Changes in Army Regulations regarding the Survey of 
Property. Complete and up to date. 

APPENDIX V. 

Complete list of Changes in Army Regulations since the re- 
vision in 1917. List of Changes in Compilation of Orders. 

The United States Infantry Association 

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Thirty-Minute 
Talks— 

BY 

MAJOR M. B. STEWART 

AND 

MAJOR W. H. WALDRON 

Cloth Bound— 387 Pages 

Explaining is half the work of instructing. Talk saves work — 
when it is the right kind of talk. For the instructor, explaining — 
talking, is the hardest part, because it means constant brushing up, 
reading, study, thought and planning — all of which takes time, and 
time counts heavily in the game of intensive training. 

THIRTY-MINUTE TALKS are offered as time-savers for the 
instructor. They are in no sense treatises of the subjects considered — 
just plain, everyday talks, in language the man new to the service will 
be able to understand. They will save the instructor's time by furnishing 
him with a guide which he may rearrange or elaborate as he chooses. 

The subject-matter of the Thirty-Minute Talks are as follows: 



Organization 

Training 

Instructing 

Physical Development 

Close Order Drill 

Extended Order Drill 

Military Courtesy 

Military Discipline 

Care of Arms and Equip= 

ment 
Advance Guards 



Outposts 

Scouting and Patrolling 
Combat 

Approach March and De- 
ployment 
Musketry 

Orders and Messages 
Field Fortifications 
Map Reading 
Military Sketching 
Contouring 



Price $2.50, Postpaid 



The United States Infantry Association 



Union Trust Building 
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ysy\,N/^'NNAy*y^AN^/> 



SCOUTING AND 
PATROLLING 

By MAJOR W. H. WALDRON 

Cloth Bound — Fits the Pocket 

5th EDITION, REVISED AND ENLARGED 
TO INCLUDE EXPERIENCES IN THE WORLD WAR 

Price 75c, Postpaid 

THE BEST, MOST COMPLETE AND 
PRACTICAL TREATMENT OF THE 
SUBJECT THAT HAS BEEN PRODUCED 

What to Do and How to Do It 

Just the book you need to prepare for the work of 
the Summer Camp. 

Every reserve officer should have a copy and know 
its contents. 

Comment of some of the leading officers of the Army : 

"I have a copy of your Scouting and Patrolling, and wish every other person in 
the military service had one. You have presented an interesting and very important 
subject in a very convenient form. There is no subject of greater importance. I 
commend your little book to all officers and soldiers. They will benefit greatly by a 
careful study of its contents." 

"Your little book on Scouting and Patrolling fills a long-felt want. I congratu- 
late you on its production. It gives us in compact form and excellent arrangement, 
the information we need for field work, and includes in its pages some chapters on 
scouting which I think are particularly good. I should like to see this text in the 
hands of all of the troops of the Regular Army and National Guard." 

"To my mind it is the best book on the subjects covered that I have ever seen. 
It is concise and yet contains what is necessary for the scout to know. A great deal 
of useful information is concentrated in a very handy and convenient form, and 
expressed in language that any man can understand." 

The United States Infantry Association 

Union Trust Building 
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Platoon Training 

BY 

MAJOR WILLIAM H. WALDRON 

United States Army 

Cloth Bound Handy Pocket Size 

Published in Two Volumes 

Price $2.50 Per Set, Postpaid 

Platoon Training is designed to place in the hands of 
platoon leaders and noncommissioned officers, in two handy 
volumes, all the material required for the training and 
instruction of the individual soldier, the squad, and the 
platoon. 

A glance at the contents of Platoon Training will 
convince you that this is 

The Book You've Been Waiting For 



CONTENTS 



VOLUME I 
Infantry Drill Regulations 
Bayonet Training 
Platoon Inspection 
The Infantry Pack 
Tent Pitching 
Minor Tactics 
Military Courtesy 
Interior Guard Duty 
Personal Hygiene — First Aid 
Field Fortification 
Military Signaling 
Military Map Reading 



VOLUME II 
Training Methods in Rifle Firing 
Care of Arms and Equipment 
Browning Automatic Rifle 
Manual of Automatic Pistol 
Rifle Grenade Training 
Hand Grenade Training 
Musketry 



More Than 700 Pages of Up-to-the-Minute Training Dope 

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TACTICAL WALKS 

BY 

MAJOR W. H. WALDRON 

United States Army 

Price $1.50, Postpaid 

Attention — Reserve Officers ! 

When you are turned out for your 15 days' training, your work in 
Minor Tactics will be conducted by means of Tactical Walks. Why 
not prepare for this ? Why not get a little ahead of the game ? 

Modern warfare demands trained officers — men who know what to 
do and how to do it ; men who can direct the tactical work of other 
men. Answer these few simple questions to yourself. See if you 
measure up to the requirements: 

1. Do you know how to conduct the point and advance party of an advance guard? 

As commander of an advance party do you know what to do when the advance 
guard halts ? Would you know what to do if you should meet the enemy ? 

2. Do you know all the details of the posting of an outguard and sentinels ? Do you 

know how to conduct the operations of a covering detachment? Do you know 
how to conduct the operations of an outguard ? 

3. Do you know how to handle a patrol ? Do you know how to conduct the oper- 

ations of a visiting patrol ? 

4. Would you know how to establish and conduct the operations of a detached post ? 

5. Would you know how to conduct the operations of a flank guard? 

You know all of these things in a general way, but do you know 
the details that enter into them ? 

TACTICAL WALKS explains and illustrates these things in a 
practical manner. It is the book par excellence for Reserve Officers. 
It goes into the practical details of Minor Tactics and tells you the 
things you've got to know to be up to your job. 

TACTICAL WALKS has been accepted by the service as the 
standard book on the subject. From it you can get more tactical 
information, with an expenditure of less time and effort, than from 
any other source. 

Order your copy today. Study it and prepare yourself for your work at the 
Summer Camps, and incidentally for advancement when the time comes. 

The United States Infantry Association 

Union Trust Building 
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BY 

LIEUT. COL. TOWNSEND WHELEN 

General Staff, U. S. A. 

The American authority on the subject of the rifle 

A Complete History of All American Rifles — A De- 
scription of All Modern Rifles, Their Design, 
Ballistics, and Ammunition — The Science and Prac- 
tice of Rifle Shooting — Practical Information of 
Every Kind for the Military and Civilian Rifle- 
man and Sportsman. 

A definitive work by the supreme American authority on 
the subject. The only work on its subject in existence, on 
the American rifle in all its phases: historical, ballistic, de- 
sign, operation, practical use, etc. Written from both the 
civilian and military standpoint, in a clear, untechnical style, 
the book is preeminently practical and is designed to give 
the reader every scrap of available information on the subject 
of the selection and use of the military target, or sporting 
rifle. " The American Rifle" is a life work which has been 
steadilv under consideration for the last fifteen years. It is a 
work for every military man's or sportsman's library. It is 
quoted from and used in all work with the rifle. No rifleman 
can afford to be without it. It will save him months of work, 
and many dollars in completing his outfit. The book is very 
fully illustrated from excellent photographs and diagrams. 

Royal 8 vo. 311 Illustrations. Price, $5.00 

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^<y^'^^yv^<^<^'^'^'vx^/^^vyv^/y^'^/y^'^<^''^ 



INFANTRY 
DRILL REGULATIONS 

(PROVISIONAL) 

1919 
ILLUSTRATED ANNOTATED 

FITS THE POCKET 

The United States Infantry Association has published an 
edition of Part I of the New Infantry Drill Regulations 
(Provisional), 1919. 

These Regulations, which were prepared at the Head- 
quarters of the American Expeditionary Forces in France, 
have been adopted by the War Department and prescribed for 
the government of the Military Forces of the United States. 

There is also included in this volume the Chapter on 
Ceremonies and Inspections from Part II of the Regulations. 

The text is elaborately illustrated and annotated. 

Price, 75 cents, postpaid 



The following is an extract from G. O. 106, War Department, 1919 : 

General Orders) WAR DEPARTMENT, 

No. 106 j Washington, August 28, 1919. 

* * * * * * 

Infantry Drill Regulations (Provisional), 1919. — 1. "Infantry Drill Regulations 
(Provisional), American Expeditionary Forces, 1918," is prescribed provisionally 
for the information and government of the Army and the National Guard of the 
United States, and will supersede "Infantry Drill Regulations, 1911." Such inter- 
pretations of these regulations as may be necessary to adapt the drill to existing 
organizations will be made by regimental or higher commanders. 

2. These regulations will be designated as "Infantry Drill Regulations (Pro- 
visional), 1919." 



By Order of the Secretary of War: 
Official PEYTON C. MARCH, 

P. C. HARRIS, General, Chief of Staff. 

The Adjutant General. 



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THIRD EDITION THIRD PRINTING 

MILITARY SKETCHING 
AND MAP READING 

By CAPT. LOREN C. GRIEVES, Infantry 

Prepared especially for Educational Institutions, 
Training Camps and Reserve Officers 

Prescribed by War Department for Candidates 

for Commission in Regular Service, and 

for Military Schools and Colleges 



A little study of this book indoors, 
when the weather is inclement, will 
simplify the outdoor work wonderfully. 



The present edition contains five new chapters 
on the subject of panoramic sketching, so that the 
work now covers the whole field of military sketch- 
ing. The price remains the same. 

Bound in Full Cloth 
Price $1.00, Postpaid 



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/ 



